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Core game development patterns and fundamentals applicable to all platforms. Use when working on game architecture, game loops, design patterns, or general game programming concepts.

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SKILL.md

name game-development
description Core game development patterns and fundamentals applicable to all platforms. Use when working on game architecture, game loops, design patterns, or general game programming concepts.

Game Development Fundamentals

Core patterns and principles for game development across all platforms

Game Loop Architecture

Fixed Timestep Pattern

accumulator = 0
while game_running:
    accumulator += delta_time
    
    while accumulator >= FIXED_TIMESTEP:
        update_physics(FIXED_TIMESTEP)
        accumulator -= FIXED_TIMESTEP
    
    interpolation = accumulator / FIXED_TIMESTEP
    render(interpolation)

FIXED_TIMESTEP: Usually 1/60 (16.67ms) or 1/50 (20ms)


Design Patterns

1. Entity Component System (ECS)

Entity: Just an ID
Component: Data only (Position, Velocity, Sprite)
System: Logic that processes components

Example:
- MovementSystem processes entities with Position + Velocity
- RenderSystem processes entities with Position + Sprite

Benefits: Cache-friendly, scalable, decoupled

2. State Machine

States: Idle, Walking, Jumping, Attacking
Transitions: Input/conditions trigger state changes

Each state handles:
- Enter(): Setup when entering state
- Update(): Per-frame logic
- Exit(): Cleanup when leaving state

3. Object Pooling

Pre-allocate objects (bullets, particles, enemies)
Instead of: new/destroy
Use: pool.get() / pool.release()

Critical for: Mobile, WebGL, frequent spawning

4. Observer Pattern

EventBus.emit("player_died", {score: 1000})
EventBus.on("player_died", updateUI)
EventBus.on("player_died", playSound)

5. Command Pattern

Commands are objects that encapsulate actions
Use for: Input replay, undo/redo, network sync

InputCommand { execute(), undo() }

Core Systems

Input Handling

Abstract input into actions:
  "jump": [Keyboard.SPACE, Gamepad.A, Touch.TAP]
  "move": [Keyboard.WASD, Gamepad.LEFT_STICK, Touch.JOYSTICK]

Process input at start of frame, before update

Collision Detection

Type Use Case
AABB Rectangles, fast
Circle Round objects, cheap
SAT Complex polygons
Spatial Hash Many objects
Quadtree Large worlds

Save System

Serialize game state to JSON/binary
Store: player progress, settings, unlocks
Platforms: LocalStorage (web), PlayerPrefs (Unity), FileAccess (Godot)

Performance Guidelines

Frame Budget (60 FPS = 16.67ms)

Input:     1ms
Physics:   3ms
AI:        2ms
Update:    4ms
Render:    5ms
Buffer:    1.67ms

Memory Management

  • Pool frequently created/destroyed objects
  • Use sprite atlases/texture packing
  • Stream large assets
  • Unload unused resources

Rendering Optimization

  • Batch draw calls
  • Use frustum culling
  • Implement LOD for 3D
  • Minimize state changes

AI Fundamentals

Behavior Trees

Selector: Try children until one succeeds
Sequence: Run children until one fails
Decorator: Modify child behavior

Common nodes:
- Wait, MoveTo, Attack, Patrol, Chase

Finite State Machine (FSM)

Simple AI: 3-5 states
Complex AI: Hierarchical FSM (HFSM)

States: Patrol → Alert → Chase → Attack → Flee

Goal-Oriented Action Planning (GOAP)

AI has goals and actions with preconditions/effects
Planner finds action sequence to achieve goal

Example goal: "EnemyDead"
Actions: GetWeapon → MoveTo → Attack

Audio System

Categories: Music, SFX, UI, Voice
Features:
- 3D positional audio
- Audio pooling
- Fade in/out
- Ducking (lower music during dialogue)

Sub-Skills Reference

For platform-specific patterns: