game-development · miles990 — Claude Code skill: game code patterns
A skill with game architecture patterns: game loop, ECS, collision detection, enemy AI. Useful when the agent writes logic for Unity, Godot or Flutter.
npx skills add miles990/claude-software-skills --skill game-development -a claude-codeWhat game-development does
The game-development skill hands your agent a set of architecture patterns for game projects. It covers the game loop with fixed and variable timesteps, an Entity Component System layout, a comparison of collision methods (AABB, circle, SAT, pixel perfect), finite state machines and behavior trees for enemy AI. Code samples are in TypeScript: a hybrid loop with an accumulator, movement systems, a spatial hash for the broad phase.
The skill installs into Claude, Codex, Cursor, GitHub Copilot, Gemini CLI and OpenCode. Installation runs through npx skills add, and the skill file lands in the platform directory, for example ~/.claude/skills/game-development/SKILL.md. GitHub Copilot uses a different command, gh skill install.
It triggers on keywords like game, unity, unreal, godot, flame, ecs and game loop, plus sprite, collision, physics, multiplayer and pathfinding. Context about web, api, database or backend lowers its priority, so a plain backend task will not pull it in. That matters if your repo holds both the game client and its server: the agent will describe server logic without these patterns.
What it helps with
- build a game loop with a fixed physics step
- split entities and components into an ECS layout
- pick a collision method for the shapes you have
- script enemy transitions between patrol, chase and attack
- speed up overlap checks with a spatial hash
Example prompts for the agent
- set up a game loop with a fixed timestep for physics
- lay out the game entities as ECS: position, velocity, sprite
- write a finite state machine for the enemy: patrol, chase, attack
How to install game-development
1Skills CLI (Vercel)
npx skills add miles990/claude-software-skills --skill game-development -a claude-code2Manually: put the files in place
~/.claude/skills/game-development/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/game-development/
1Skills CLI (Vercel)
npx skills add miles990/claude-software-skills --skill game-development -a codex2Manually: put the files in place
.agents/skills/game-development/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add miles990/claude-software-skills --skill game-development -a cursor2Manually: put the files in place
.cursor/skills/game-development/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install miles990/claude-software-skills game-development2Manually: put the files in place
.github/skills/game-development/SKILL.md1Skills CLI (Vercel)
npx skills add miles990/claude-software-skills --skill game-development -a gemini-cli2Platform CLI
gemini skills install https://github.com/miles990/claude-software-skills --path domain-applications/game-developmentManually: put the files in place
.devin/skills/game-development/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add miles990/claude-software-skills --skill game-development -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about game-development
How do I install game-development in Claude?
Run npx skills add miles990/claude-software-skills --skill game-development -a claude-code. The skill ends up at ~/.claude/skills/game-development/SKILL.md.
What does game-development do?
It gives the agent game code patterns: game loop, ECS, collision detection, AI via finite state machines and behavior trees.
Which platforms does game-development support?
Claude, Codex, Cursor, GitHub Copilot, Gemini CLI and OpenCode, each with its own install flag.
Source text
SKILL.md · MIT
---
name: game-development
description: Game development patterns, architectures, and best practices
domain: domain-applications
version: 1.0.0
tags: [game, unity, unreal, godot, flame, flutter, ecs, physics, multiplayer, ai]
triggers:
keywords:
primary: [game, game development, unity, unreal, godot, flame, flutter game, ecs, game loop]
secondary: [sprite, collision, physics, multiplayer, pathfinding, ai, behavior tree, dart game, 2d game]
context_boost: [2d, 3d, animation, rendering, engine]
context_penalty: [web, api, database, backend]
priority: medium
---
# Game Development
## Overview
Patterns and practices for building games across platforms. Covers architecture, rendering, physics, AI, multiplayer, and optimization.
---
## Game Architecture
### Game Loop
```
┌─────────────────────────────────────────────────────────────┐
│ Game Loop │
│ │
│ ┌─────────┐ ┌─────────┐ ┌─────────┐ ┌─────────┐ │
│ │ Input │ ─→ │ Update │ ─→ │ Physics │ ─→ │ Render │ │
│ │ Process │ │ Logic │ │ Step │ │ Frame │ │
│ └─────────┘ └─────────┘ └─────────┘ └─────────┘ │
│ ↑ │ │
│ └─────────────────────────────────────────────┘ │
│ Next Frame │
└─────────────────────────────────────────────────────────────┘
```
### Fixed vs Variable Timestep
| Type | Use Case | Code Pattern |
|------|----------|--------------|
| Fixed | Physics, determinism | `while (accumulator >= dt) { update(dt); }` |
| Variable | Rendering, animations | `update(deltaTime);` |
| Hybrid | Most games | Fixed physics, variable render |
```typescript
// Hybrid game loop
let accumulator = 0;
const FIXED_DT = 1/60;
function gameLoop(currentTime: number) {
const deltaTime = currentTime - lastTime;
accumulator += deltaTime;
// Fixed timestep for physics
while (accumulator >= FIXED_DT) {
physicsUpdate(FIXED_DT);
accumulator -= FIXED_DT;
}
// Variable timestep for rendering
const alpha = accumulator / FIXED_DT;
render(alpha); // Interpolate between states
requestAnimationFrame(gameLoop);
}
```
---
### Entity Component System (ECS)
```
┌─────────────────────────────────────────────────────────────┐
│ ECS Architecture │
│ │
│ Entity: Just an ID │
│ ┌─────┐ ┌─────┐ ┌─────┐ │
│ │ 1 │ │ 2 │ │ 3 │ │
│ └─────┘ └─────┘ └─────┘ │
│ │
│ Components: Pure Data │
│ ┌──────────┐ ┌──────────┐ ┌──────────┐ │
│ │ Position │ │ Velocity │ │ Sprite │ │
│ │ x, y, z │ │ vx, vy │ │ texture │ │
│ └──────────┘ └──────────┘ └──────────┘ │
│ │
│ Systems: Logic │
│ ┌────────────────┐ ┌────────────────┐ │
│ │ MovementSystem │ │ RenderSystem │ │
│ │ Position+Vel │ │ Position+Sprite│ │
│ └────────────────┘ └────────────────┘ │
└─────────────────────────────────────────────────────────────┘
```
```typescript
// Component definitions
interface Position { x: number; y: number; }
interface Velocity { vx: number; vy: number; }
interface Sprite { texture: string; width: number; height: number; }
// System
function movementSystem(entities: Entity[], dt: number) {
for (const entity of entities) {
if (entity.has(Position) && entity.has(Velocity)) {
const pos = entity.get(Position);
const vel = entity.get(Velocity);
pos.x += vel.vx * dt;
pos.y += vel.vy * dt;
}
}
}
```
---
## 2D Game Development
### Sprite Animation
```typescript
interface Animation {
frames: string[]; // Texture names
frameDuration: number; // Seconds per frame
loop: boolean;
}
class AnimatedSprite {
private currentFrame = 0;
private elapsed = 0;
update(dt: number) {
this.elapsed += dt;
if (this.elapsed >= this.animation.frameDuration) {
this.elapsed = 0;
this.currentFrame++;
if (this.currentFrame >= this.animation.frames.length) {
this.currentFrame = this.animation.loop ? 0 : this.animation.frames.length - 1;
}
}
}
get texture(): string {
return this.animation.frames[this.currentFrame];
}
}
```
### Collision Detection
| Method | Complexity | Use Case |
|--------|------------|----------|
| AABB | O(n²) → O(n log n) | Boxes, simple shapes |
| Circle | O(n²) | Projectiles, characters |
| SAT | O(n²) | Complex convex polygons |
| Pixel Perfect | Expensive | Precise collision |
```typescript
// AABB collision
function aabbIntersect(a: AABB, b: AABB): boolean {
return a.x < b.x + b.width &&
a.x + a.width > b.x &&
a.y < b.y + b.height &&
a.y + a.height > b.y;
}
// Spatial hash for broad phase
class SpatialHash {
private cells = new Map<string, Entity[]>();
private cellSize: number;
insert(entity: Entity) {
const key = this.getKey(entity.position);
if (!this.cells.has(key)) this.cells.set(key, []);
this.cells.get(key)!.push(entity);
}
query(position: Vector2): Entity[] {
// Check neighboring cells
const nearby: Entity[] = [];
for (let dx = -1; dx <= 1; dx++) {
for (let dy = -1; dy <= 1; dy++) {
const key = this.getKey({ x: position.x + dx * this.cellSize, y: position.y + dy * this.cellSize });
nearby.push(...(this.cells.get(key) || []));
}
}
return nearby;
}
}
```
---
## Game AI
### Finite State Machine
```typescript
interface State {
enter(): void;
update(dt: number): void;
exit(): void;
}
class EnemyAI {
private states = new Map<string, State>();
private currentState: State;
transition(stateName: string) {
this.currentState?.exit();
this.currentState = this.states.get(stateName)!;
this.currentState.enter();
}
}
// Example: Patrol → Chase → Attack
class PatrolState implements State {
enter() { this.setAnimation('walk'); }
update(dt: number) {
this.patrol();
if (this.canSeePlayer()) {
this.fsm.transition('chase');
}
}
exit() {}
}
```
### Behavior Trees
```
┌─────────────────────────────────────────────────────────────┐
│ Behavior Tree │
│ │
│ [Selector] │
│ / \ │
│ [Sequence] [Patrol] │
│ / \ │
│ [CanSee?] [Attack] │
│ │ │
│ [Chase] │
└─────────────────────────────────────────────────────────────┘
```
### Pathfinding (A*)
```typescript
function aStar(start: Node, goal: Node): Node[] {
const openSet = new PriorityQueue<Node>();
const cameFrom = new Map<Node, Node>();
const gScore = new Map<Node, number>();
const fScore = new Map<Node, number>();
gScore.set(start, 0);
fScore.set(start, heuristic(start, goal));
openSet.enqueue(start, fScore.get(start)!);
while (!openSet.isEmpty()) {
const current = openSet.dequeue()!;
if (current === goal) {
return reconstructPath(cameFrom, current);
}
for (const neighbor of getNeighbors(current)) {
const tentativeG = gScore.get(current)! + distance(current, neighbor);
if (tentativeG < (gScore.get(neighbor) ?? Infinity)) {
cameFrom.set(neighbor, current);
gScore.set(neighbor, tentativeG);
fScore.set(neighbor, tentativeG + heuristic(neighbor, goal));
openSet.enqueue(neighbor, fScore.get(neighbor)!);
}
}
}
return []; // No path found
}
```
---
## Multiplayer Games
### Network Architecture
| Model | Latency | Complexity | Use Case |
|-------|---------|------------|----------|
| Peer-to-Peer | Low | Medium | Fighting games, small lobbies |
| Client-Server | Medium | High | Most online games |
| Authoritative Server | Higher | Highest | Competitive games |
### Lag Compensation
```typescript
// Client-side prediction
class NetworkedPlayer {
private pendingInputs: Input[] = [];
private serverState: PlayerState;
update(input: Input) {
// 1. Apply input locally (prediction)
this.applyInput(input);
this.pendingInputs.push(input);
// 2. Send to server
this.sendInput(input);
}
onServerUpdate(state: PlayerState, lastProcessedInput: number) {
// 3. Reconcile with server
this.serverState = state;
// 4. Re-apply unprocessed inputs
this.pendingInputs = this.pendingInputs.filter(i => i.id > lastProcessedInput);
for (const input of this.pendingInputs) {
this.applyInput(input);
}
}
}
```
### State Synchronization
```typescript
// Delta compression
interface StateDelta {
timestamp: number;
changes: Map<EntityId, ComponentChanges>;
}
function computeDelta(prev: GameState, curr: GameState): StateDelta {
const changes = new Map();
for (const [id, entity] of curr.entities) {
const prevEntity = prev.entities.get(id);
if (!prevEntity || hasChanged(prevEntity, entity)) {
changes.set(id, getChangedComponents(prevEntity, entity));
}
}
return { timestamp: curr.timestamp, changes };
}
```
---
## Game Optimization
### Rendering Optimization
| Technique | Benefit | Implementation |
|-----------|---------|----------------|
| Batching | Reduce draw calls | Combine sprites with same texture |
| Culling | Skip invisible objects | Frustum culling, occlusion culling |
| LOD | Reduce polygon count | Distance-based model switching |
| Instancing | Efficient duplicates | GPU instancing for repeated objects |
### Memory Optimization
```typescript
// Object pooling
class ObjectPool<T> {
private pool: T[] = [];
private factory: () => T;
acquire(): T {
return this.pool.pop() ?? this.factory();
}
release(obj: T) {
this.reset(obj);
this.pool.push(obj);
}
}
// Usage
const bulletPool = new ObjectPool(() => new Bullet());
function fireBullet() {
const bullet = bulletPool.acquire();
bullet.init(position, direction);
activeBullets.add(bullet);
}
function onBulletHit(bullet: Bullet) {
activeBullets.delete(bullet);
bulletPool.release(bullet);
}
```
---
## Game Engines Reference
| Engine | Language | Best For | Platform | Skill |
|--------|----------|----------|----------|-------|
| Unity | C# | Mobile, indie, VR | All | - |
| Unreal | C++, Blueprint | AAA, realistic | PC, Console | - |
| Godot | GDScript, C# | Indie, 2D | All | - |
| **Flame** | Dart | Flutter 2D, casual | All | [flame/](./flame/) |
| Phaser | JavaScript | Web 2D | Browser | - |
| Three.js | JavaScript | Web 3D | Browser | - |
| Bevy | Rust | Performance | Desktop | - |
| LÖVE | Lua | Simple 2D | Desktop | - |
### Flame Engine (Flutter)
專為 Flutter 開發者設計的 2D 遊戲引擎,詳細文件請參考 [flame/SKILL.md](./flame/SKILL.md):
- **flame-core/** - 組件、輸入、碰撞、相機、動畫、音效、粒子
- **flame-systems/** - 14 個遊戲系統(任務、對話、背包、戰鬥等)
- **flame-templates/** - RPG、Platformer、Roguelike 模板
---
## Related Skills
- [[performance-optimization]] - General optimization
- [[realtime-systems]] - WebSocket, networking
- [[cpp]] - Performance-critical code
- [[javascript-typescript]] - Web games
© miles990 · MIT · miles990/claude-software-skills
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