MCPInstall

axiom-games

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.

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Install

Works with every agent the skills CLI supports.

npx skills add https://github.com/charleswiltgen/axiom --skill axiom-games
  1. 01

    Install

    Run the command in your project. The CLI asks which agents to install for.

  2. 02

    Describe the task

    Ask your agent for something this skill covers. It loads axiom-games automatically when relevant.

  3. 03

    Review the result

    The agent follows the SKILL.md steps, scripts and references bundled with the skill.

SKILL.md

The instructions your agent reads when the skill is triggered.

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 — auto-maintained by scripts/build-inlined-auditors.ts; do not hand-edit -->

Can't launch Axiom agents? Where this router sends you to an agent, follow its procedure inline. Over MCP, axiom_get_agent returns it; elsewhere, read its file below, which needs only file search and read.

Available here: skills/spritekit-auditor.md.

For any other agent, over MCP axiom_get_agent returns it too; run its xclog, xcsym and xcprof steps with the axiom_xclog_*, axiom_xcsym_* and axiom_xcprof_* tools. Elsewhere, search Axiom's skills for skills/<agent>.md; if there is none, do that work yourself with this suite's skills, using any Axiom tool on your PATH.

<!-- AXIOM_AUDITOR_INLINE_END -->

Quick Reference

Symptom / TaskReference
Building a SpriteKit gameSee 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 OS27See skills/game-input.md
Game window resizing, orientation lock, UIRequiresFullScreen OS27See axiom-uikit (skills/uikit-modernization.md)
SpriteKit API lookupSee skills/spritekit-ref.md
Physics contacts not firingSee skills/spritekit-diag.md
Frame rate drops (SpriteKit)See skills/spritekit-diag.md
Touches not registeringSee skills/spritekit-diag.md
Memory spikes in gameplaySee skills/spritekit-diag.md
Coordinate confusionSee skills/spritekit-diag.md
Scene transition crashesSee skills/spritekit-diag.md
Objects tunneling through wallsSee skills/spritekit-diag.md
SpriteKit node/action referenceSee skills/spritekit-ref.md
SceneKit maintenance/migrationSee axiom-graphics (skills/scenekit.md)
SceneKit API / migration mappingSee axiom-graphics (skills/scenekit-ref.md)
RealityKit (3D, ECS, AR)See axiom-graphics (skills/realitykit.md)
RealityKit API referenceSee axiom-graphics (skills/realitykit-ref.md)
RealityKit diagnosticsSee 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 MetalSee axiom-graphics (skills/metal-migration.md)
In-game content, asset packs, IAPSee 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

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 → Launch spritekit-auditor agent or /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

ThoughtReality
"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?" → Launch spritekit-auditor agent

FAQ

What does the axiom-games skill do?

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.

How do I install axiom-games?

Run npx skills add https://github.com/charleswiltgen/axiom --skill axiom-games in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/axiom-games/ (personal) or .claude/skills/axiom-games/ (project).

Which AI agents can use axiom-games?

Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.

Is axiom-games safe to install?

No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.

Who maintains axiom-games?

It is published by charleswiltgen in charleswiltgen/axiom. It has 1,070 recorded installs.

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