miles990/claude-software-skills32 files

Game Development

Game development patterns, architectures, and best practices

Specification
Skill ID
miles990/claude-software-skills/game-development
Publisher
miles990
Repository
claude-software-skills
Installs
0
Files
32
Synced
Sep 23, 2026
How to use it

Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.

miles990/claude-software-skills/game-developmentInstalls these files
  • SKILL.md
  • flame/SKILL.md
  • flame/flame-core/SKILL.md
  • flame/flame-core/references/animation.md
  • flame/flame-core/references/audio.md
  • flame/flame-core/references/camera.md
  • flame/flame-core/references/collision.md
  • flame/flame-core/references/components.md
  • flame/flame-core/references/debug.md
  • flame/flame-core/references/input.md
  • flame/flame-core/references/particles.md
  • flame/flame-core/references/performance.md
  • flame/flame-core/references/scenes.md
  • flame/flame-systems/SKILL.md
  • flame/flame-systems/references/achievement.md
  • flame/flame-systems/references/combat.md
  • flame/flame-systems/references/crafting.md
  • flame/flame-systems/references/dialogue.md
  • flame/flame-systems/references/inventory.md
  • flame/flame-systems/references/leveleditor.md
  • flame/flame-systems/references/localization.md
  • flame/flame-systems/references/multiplayer.md
  • flame/flame-systems/references/paperdoll.md
  • flame/flame-systems/references/procedural.md
  • flame/flame-systems/references/quest.md
  • flame/flame-systems/references/saveload.md
  • flame/flame-systems/references/shop.md
  • flame/flame-systems/references/skills.md
  • flame/flame-templates/SKILL.md
  • flame/flame-templates/references/platformer.md
  • flame/flame-templates/references/roguelike.md
  • flame/flame-templates/references/rpg.md

What this skill tells the agent

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

TypeUse CaseCode Pattern
FixedPhysics, determinismwhile (accumulator >= dt) { update(dt); }
VariableRendering, animationsupdate(deltaTime);
HybridMost gamesFixed 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

MethodComplexityUse Case
AABBO(n²) → O(n log n)Boxes, simple shapes
CircleO(n²)Projectiles, characters
SATO(n²)Complex convex polygons
Pixel PerfectExpensivePrecise 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

ModelLatencyComplexityUse Case
Peer-to-PeerLowMediumFighting games, small lobbies

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