
game-development
Game development patterns, architectures, and best practices
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Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/miles990/claude-software-skills --skill game-development- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads game-development automatically when relevant.
- 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.
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 |
// 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│ │
│ └────────────────┘ └────────────────┘ │
└─────────────────────────────────────────────────────────────┘
// 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
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 |
// 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
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*)
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
// 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
// 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
// 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/ |
| 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-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
FAQ
What does the game-development skill do?
Game development patterns, architectures, and best practices
How do I install game-development?
Run npx skills add https://github.com/miles990/claude-software-skills --skill game-development 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/game-development/ (personal) or .claude/skills/game-development/ (project).
Which AI agents can use game-development?
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 game-development 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 game-development?
It is published by miles990 in miles990/claude-software-skills. It has 411 recorded installs.
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