axiom-games — скилл для Claude Code: игры на SpriteKit и 3D
Скилл-маршрутизатор для разработки игр на Apple: разводит задачи по справочникам SpriteKit, диагностике и гайду по тач-управлению и геймпадам.
npx skills add CharlesWiltgen/Axiom --skill axiom-games -a claude-codeЧто делает axiom-games
Скилл разводит задачи по узким справочникам вместо одной простыни. Архитектура и паттерны SpriteKit: skills/spritekit.md. Поиск по конкретному API: skills/spritekit-ref.md. Диагностика, когда сцена тормозит, не срабатывают контакты или проваливаются ноды: skills/spritekit-diag.md. Тач-контролы и геймпады через TouchController и GCController разобраны в skills/game-input.md.
3D вынесен в соседние наборы. RealityKit и SceneKit живут в axiom-graphics, внутриигровые покупки и ассет-паки в axiom-integration, ресайз окна и блокировка ориентации в axiom-uikit. SceneKit помечен как soft-deprecated начиная с iOS 26, поэтому новый 3D-проект имеет смысл сразу строить на RealityKit. На 27 окно игры ресайзится всегда: UIRequiresFullScreen теперь означает дискретный снэп-ресайз, а не отказ от полного экрана.
Есть и автоматический проход: axiom-audit-spritekit ищет анти-паттерны в коде SpriteKit. В сборке под Codex такие аудиторы вызываются как скиллы, а не как отдельные агенты Claude Code, и часть из них работает через shell. Сборка, тесты, симуляторы и символизация крашей без доступа к оболочке не поедут.
Какие задачи решает
- разложить игровую задачу по нужному справочнику SpriteKit
- добавить экранные тач-контролы в двухмерную игру
- подключить геймпад через
GCController - найти причину, почему не срабатывают физические контакты
- прогнать код SpriteKit через автоматический аудит
Примеры запросов агенту
- Добавь в игру тач-управление через
TouchController, проект на SpriteKit. - Проседает fps в сцене SpriteKit, разбери по
skills/spritekit-diag.md. - Прогони
axiom-audit-spritekitпо моему коду и покажи анти-паттерны.
Как установить axiom-games
1Через Skills CLI (Vercel)
npx skills add CharlesWiltgen/Axiom --skill axiom-games -a claude-code2Вручную: положить файлы
~/.claude/skills/axiom-games/SKILL.mdПапка скилла целиком; для одного проекта — .claude/skills/axiom-games/
1Через Skills CLI (Vercel)
npx skills add CharlesWiltgen/Axiom --skill axiom-games -a codex2Вручную: положить файлы
.agents/skills/axiom-games/SKILL.mdДля всех проектов — ~/.agents/skills/
1Через Skills CLI (Vercel)
npx skills add CharlesWiltgen/Axiom --skill axiom-games -a cursor2Вручную: положить файлы
.cursor/skills/axiom-games/SKILL.mdCursor читает и .agents/skills/, и .claude/skills/
1GitHub CLI
gh skill install CharlesWiltgen/Axiom axiom-games2Вручную: положить файлы
.github/skills/axiom-games/SKILL.md1Через Skills CLI (Vercel)
npx skills add CharlesWiltgen/Axiom --skill axiom-games -a gemini-cli2Командой платформы
gemini skills install https://github.com/CharlesWiltgen/Axiom --path axiom-codex/skills/axiom-gamesВручную: положить файлы
.devin/skills/axiom-games/SKILL.mdСтарый путь .windsurf/skills/ тоже читается
Через Skills CLI (Vercel)
npx skills add CharlesWiltgen/Axiom --skill axiom-games -a opencodeClaude.ai
Упакуйте папку в zip и загрузите в Settings → Capabilities → Skills
По шагам, с командами для каждой платформы: Как установить скилл в Claude Code: пять способов
Вопросы о axiom-games
Как установить axiom-games в Claude Code?
Выполните npx skills add CharlesWiltgen/Axiom --skill axiom-games -a claude-code. Файл скилла появится по пути ~/.claude/skills/axiom-games/SKILL.md.
Что делает axiom-games?
Служит точкой входа в игровую разработку: по описанию задачи отправляет агента к нужному файлу — архитектура SpriteKit, справочник API, диагностика или ввод с тача и геймпада.
Он покрывает RealityKit и SceneKit?
Только ссылается на них: сам материал по 3D лежит в наборе axiom-graphics. SceneKit там же описан как soft-deprecated начиная с iOS 26.
Исходный текст
SKILL.md · MIT
---
name: axiom-games
description: Use when building ANY 2D or 3D game with SpriteKit, SceneKit, or RealityKit, or adding touch controls or game controller support. Covers scene graphs, ECS, physics, actions, game loops, rendering, TouchController, GCController.
license: MIT
---
# Games
**You MUST use this skill for ANY game development, SpriteKit, SceneKit, RealityKit, touch controls, game controller, or interactive simulation work.**
<!-- AXIOM_AUDITOR_INLINE_BEGIN — rewritten for Codex by scripts/build-codex.ts; do not hand-edit -->
> **Auditors are skills here.** Where this router says "Launch `some-auditor` agent", invoke the
> matching Codex skill instead — same procedure, no Claude Code agent required.
>
> Available: `axiom-audit-spritekit`.
>
> The ones that shell out — builds, tests, simulators, crash symbolication — need shell access to run.
<!-- AXIOM_AUDITOR_INLINE_END -->
## Quick Reference
| Symptom / Task | Reference |
|----------------|-----------|
| Building a SpriteKit game | See `skills/spritekit.md` |
| Adding touch controls to a game (TouchController) | See `skills/game-input.md` |
| Game controller input (GCController, polling vs handlers) | See `skills/game-input.md` |
| Controller Home button settings, spatial accessories `OS27` | See `skills/game-input.md` |
| Game window resizing, orientation lock, UIRequiresFullScreen `OS27` | See axiom-uikit (skills/uikit-modernization.md) |
| SpriteKit API lookup | See `skills/spritekit-ref.md` |
| Physics contacts not firing | See `skills/spritekit-diag.md` |
| Frame rate drops (SpriteKit) | See `skills/spritekit-diag.md` |
| Touches not registering | See `skills/spritekit-diag.md` |
| Memory spikes in gameplay | See `skills/spritekit-diag.md` |
| Coordinate confusion | See `skills/spritekit-diag.md` |
| Scene transition crashes | See `skills/spritekit-diag.md` |
| Objects tunneling through walls | See `skills/spritekit-diag.md` |
| SpriteKit node/action reference | See `skills/spritekit-ref.md` |
| SceneKit maintenance/migration | See axiom-graphics (skills/scenekit.md) |
| SceneKit API / migration mapping | See axiom-graphics (skills/scenekit-ref.md) |
| RealityKit (3D, ECS, AR) | See axiom-graphics (skills/realitykit.md) |
| RealityKit API reference | See axiom-graphics (skills/realitykit-ref.md) |
| RealityKit diagnostics | See axiom-graphics (skills/realitykit-diag.md) |
| RealityKit 27 game features (navmesh, LOD, splats) | See axiom-graphics (skills/realitykit-ref.md Part 10) |
| Long-session game performance tracing (metalperftrace) | See axiom-graphics (skills/display-performance.md Part 12) |
| Porting a Mac/Windows game to Metal | See axiom-graphics (skills/metal-migration.md) |
| In-game content, asset packs, IAP | See axiom-integration (skills/background-assets.md, skills/in-app-purchases.md) |
## External Routes
These topics are part of the broader games/3D domain but live in separate skill suites:
**SceneKit (3D — soft-deprecated iOS 26):**
- Maintenance and migration planning → See axiom-graphics (skills/scenekit.md)
- API reference and migration mapping → See axiom-graphics (skills/scenekit-ref.md)
**RealityKit (3D — modern):**
- ECS architecture, AR, SwiftUI integration → See axiom-graphics (skills/realitykit.md)
- API reference → See axiom-graphics (skills/realitykit-ref.md)
- Troubleshooting → See axiom-graphics (skills/realitykit-diag.md)
- 27-cycle game-engine layer: navigation mesh + pathfinding, behavior trees, animation graphs, LOD, Gaussian splats → See axiom-graphics (skills/realitykit-ref.md Part 10)
**Game performance and porting:**
- Long-session game traces, metalperftrace CLI, Game Performance Overview template → See axiom-graphics (skills/display-performance.md Part 12)
- Metal migration, shader conversion → See axiom-graphics (skills/metal-migration.md)
**In-game content and monetization:**
- Apple-Hosted Background Assets, asset packs, Steam depot conversion → See axiom-integration (skills/background-assets.md)
- In-app purchase, StoreKit views → See axiom-integration (skills/in-app-purchases.md)
**Windowing and orientation (OS27):**
- Every app resizes at 27, iPhone included. `UIRequiresFullScreen` now means discrete snap-resizing for games (not a fullscreen opt-out); orientation lock is a preference; minimum size via `sizeRestrictions` → See axiom-uikit (skills/uikit-modernization.md)
- Game runs in iPhone Mirroring: trackpad/mouse input reaches custom gestures as indirect events, and the scene always reports portrait → See axiom-uikit (skills/uikit-modernization.md)
- Metal drawable sizing, render-target reallocation, and quality throttling during live resize → See axiom-graphics (skills/resizable-rendering.md)
## Decision Tree
```dot
digraph games {
start [label="Game development" shape=ellipse];
what [label="Which framework?" shape=diamond];
sprite_what [label="SpriteKit need?" shape=diamond];
start -> what;
what -> sprite_what [label="SpriteKit (2D)"];
what -> "skills/game-input.md" [label="touch controls / game controllers"];
what -> "axiom-graphics/scenekit" [label="SceneKit (3D legacy)"];
what -> "axiom-graphics/realitykit" [label="RealityKit (3D modern)"];
what -> "axiom-graphics/metal-migration" [label="porting (Metal)"];
sprite_what -> "skills/spritekit.md" [label="architecture/patterns"];
sprite_what -> "skills/spritekit-ref.md" [label="API lookup"];
sprite_what -> "skills/spritekit-diag.md" [label="broken/slow"];
}
```
1. Building/designing a 2D SpriteKit game? → `skills/spritekit.md`
2. How to use a specific SpriteKit API? → `skills/spritekit-ref.md`
3. SpriteKit broken or performing badly? → `skills/spritekit-diag.md`
4. Adding touch controls, or handling game controller input? → `skills/game-input.md`
5. Maintaining existing SceneKit code? → See axiom-graphics (skills/scenekit.md)
6. SceneKit API reference or migration mapping? → See axiom-graphics (skills/scenekit-ref.md)
7. Building new 3D game or experience? → See axiom-graphics (skills/realitykit.md)
8. How to use a specific RealityKit API? → See axiom-graphics (skills/realitykit-ref.md)
9. RealityKit entity not visible, gestures broken, performance? → See axiom-graphics (skills/realitykit-diag.md)
10. Migrating SceneKit to RealityKit? → See axiom-graphics (skills/scenekit.md) (migration tree) + See axiom-graphics (skills/scenekit-ref.md) (mapping table)
11. Building AR game? → See axiom-graphics (skills/realitykit.md)
12. Porting a Mac/Windows game to Apple platforms? → See axiom-graphics (skills/metal-migration.md)
13. Unlocking in-game content (asset packs, IAP)? → See axiom-integration (skills/background-assets.md, skills/in-app-purchases.md)
14. Game needs fullscreen/orientation lock, or breaks when its window resizes? → See axiom-uikit (skills/uikit-modernization.md)
15. Want automated SpriteKit code scan? → `spritekit-auditor` agent
## Automated Scanning
**SpriteKit audit** → `axiom-audit-spritekit`
Detects anti-patterns AND architectural gaps:
- Physics bitmask issues (default `0xFFFFFFFF`, missing `contactTestBitMask`, magic numbers)
- Draw call waste (`SKShapeNode` in gameplay, missing texture atlases)
- Node accumulation and runaway spawn-in-`update()` without cleanup
- Action memory leaks (strong `self`, `.repeatForever` without `withKey:`)
- Coordinate confusion (`touch.location(in: self.view)` instead of `in: self`)
- Silent input dead zones (custom `touchesBegan` without `isUserInteractionEnabled`)
- Missing object pooling for hot spawns
- Missing/ungated debug overlays
- Leaked scenes (transition without `removeAllActions()` and child cleanup)
- Missing time-step clamping → spiral-of-death teleports bodies through walls
- HUD attached to scene root instead of camera (drifts with scrolling)
- Fast bodies without `usesPreciseCollisionDetection` (tunneling)
Scores: PERFORMANT / DEGRADED / UNPLAYABLE
## Critical Patterns
**SpriteKit** (`skills/spritekit.md`):
- PhysicsCategory struct with explicit bitmasks (default `0xFFFFFFFF` causes phantom collisions)
- Camera node pattern for viewport + HUD separation
- SKShapeNode pre-render-to-texture conversion
- `[weak self]` in all `SKAction.run` closures
- Delta time with spiral-of-death clamping
**SpriteKit diagnostics** (`skills/spritekit-diag.md`):
- 5-step bitmask checklist (2 min vs 30-120 min guessing)
- Debug overlays as mandatory first diagnostic step
- Tunneling prevention flowchart
- Memory growth diagnosis via `showsNodeCount` trending
**Game input** (`skills/game-input.md`):
- One GCController pipeline — touch controls surface as a `GCController`, existing logic unchanged
- `TCTouchController.isSupported` gate + connect/render/touch-routing setup
- Half-screen collider shapes for movement and camera (never small circles)
- Safe-area-adjusted anchor offsets for fullscreen games
- GCMouse delta look/aim + GCKeyboard key state (iPad pointer, iPhone Mirroring)
- Controller Home button settings + visionOS spatial accessories `OS27`
## Anti-Rationalization
| Thought | Reality |
|---------|---------|
| "SpriteKit is simple, I don't need a skill" | Physics bitmasks default to 0xFFFFFFFF and cause phantom collisions. The bitmask checklist catches this in 2 min. |
| "I'll just use SKShapeNode, it's quick" | Each SKShapeNode is a separate draw call. 50 of them = 50 draw calls. spritekit.md has the pre-render-to-texture pattern. |
| "I can figure out the coordinate system" | SpriteKit uses bottom-left origin (opposite of UIKit). Anchor points add another layer. spritekit-diag.md Symptom 6 resolves in 5 min. |
| "Physics is straightforward" | Three different bitmask properties, modification rules inside callbacks, and tunneling edge cases. spritekit.md Section 3 covers all gotchas. |
| "The performance is fine on my device" | Performance varies dramatically across devices. spritekit.md Section 6 has the debug overlay checklist. |
| "SceneKit is fine for our new project" | SceneKit is soft-deprecated iOS 26. No new features, only security patches. axiom-graphics (skills/scenekit.md) has the migration decision tree. |
| "ECS is overkill for a simple 3D app" | You're already using ECS — Entity + ModelComponent. axiom-graphics (skills/realitykit.md) shows how to scale from simple to complex. |
| "I don't need collision shapes for taps" | RealityKit gestures require CollisionComponent. axiom-graphics (skills/realitykit-diag.md) diagnoses this in 2 min vs 30 min guessing. |
| "I'll overlay UIButtons for touch controls" | TouchController renders in your Metal pass and surfaces as a GCController — existing controller logic just works. UIButton overlays mean a second input path and per-frame UIKit cost. game-input.md Section 2. |
| "Touch controls = put every controller button on screen" | A 1:1 mapping clutters the play area and demands 3+ fingers. game-input.md Section 5 has the redesign patterns (context icons, hide unused, collapse combos). |
| "Games are fullscreen — resizability doesn't apply to me" | At 27 every app resizes, iPhone included. `UIRequiresFullScreen` only gets a game discrete snap-resizing, not a fixed canvas. axiom-uikit (skills/uikit-modernization.md) has the scene-geometry and minimum-size patterns. |
## Example Invocations
User: "I'm building a SpriteKit game"
→ See `skills/spritekit.md`
User: "My physics contacts aren't firing"
→ See `skills/spritekit-diag.md`
User: "How do I create a physics body from a texture?"
→ See `skills/spritekit-ref.md`
User: "Frame rate is dropping in my game"
→ See `skills/spritekit-diag.md`
User: "What action types are available?"
→ See `skills/spritekit-ref.md`
User: "Objects pass through walls"
→ See `skills/spritekit-diag.md`
User: "I'm porting my controller game to iPhone and need touch controls"
→ See `skills/game-input.md`
User: "How do I handle game controller input?"
→ See `skills/game-input.md`
User: "How do I read spatial accessory input on visionOS?"
→ See `skills/game-input.md`
User: "My game's layout breaks when the window is resized"
→ See axiom-uikit (skills/uikit-modernization.md)
User: "I need to build a 3D game"
→ Invoke: See axiom-graphics (skills/realitykit.md)
User: "I'm migrating from SceneKit to RealityKit"
→ Invoke: See axiom-graphics (skills/scenekit.md) + See axiom-graphics (skills/scenekit-ref.md)
User: "Can you scan my SpriteKit code for common issues?"
→ `axiom-audit-spritekit`
© CharlesWiltgen · MIT · CharlesWiltgen/Axiom