game-development by sickn33/antigravity-awesome-skills
npx skills add https://github.com/sickn33/antigravity-awesome-skills --skill game-development编排器技能,提供核心原则并引导至专门的子技能。
您正在从事游戏开发项目。此技能教授游戏开发的原则,并根据上下文引导您至正确的子技能。
| 如果游戏目标平台是... | 使用子技能 |
|---|---|
| Web 浏览器 (HTML5, WebGL) | game-development/web-games |
| 移动端 (iOS, Android) | game-development/mobile-games |
| PC (Steam, 桌面端) | game-development/pc-games |
| VR/AR 头戴设备 | game-development/vr-ar |
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触达数万 AI 开发者,精准高效
| 如果游戏是... | 使用子技能 |
|---|---|
| 2D (精灵, 瓦片地图) | game-development/2d-games |
| 3D (网格, 着色器) | game-development/3d-games |
| 如果您需要... | 使用子技能 |
|---|---|
| 游戏设计文档、平衡性、玩家心理学 | game-development/game-design |
| 多人游戏、网络 | game-development/multiplayer |
| 视觉风格、资源管线、动画 | game-development/game-art |
| 音效设计、音乐、自适应音频 | game-development/game-audio |
每个游戏,无论平台如何,都遵循此模式:
INPUT → 读取玩家操作
UPDATE → 处理游戏逻辑 (固定时间步长)
RENDER → 绘制帧 (插值)
固定时间步长规则:
| 模式 | 适用场景 | 示例 |
|---|---|---|
| 状态机 | 3-5 个离散状态 | 玩家:待机→行走→跳跃 |
| 对象池 | 频繁生成/销毁 | 子弹、粒子 |
| 观察者/事件 | 跨系统通信 | 生命值→UI 更新 |
| ECS | 数千个相似实体 | RTS 单位、粒子 |
| 命令 | 撤销、重放、网络 | 输入录制 |
| 行为树 | 复杂 AI 决策 | 敌人 AI |
决策规则: 从状态机开始。仅在性能要求时添加 ECS。
将输入抽象为动作,而非原始按键:
"jump" → 空格键、手柄 A 键、触摸点击
"move" → WASD、左摇杆、虚拟摇杆
原因: 支持多平台、可重新绑定的控制。
| 系统 | 预算 |
|---|---|
| 输入 | 1ms |
| 物理 | 3ms |
| AI | 2ms |
| 游戏逻辑 | 4ms |
| 渲染 | 5ms |
| 缓冲 | 1.67ms |
优化优先级:
| AI 类型 | 复杂度 | 适用场景 |
|---|---|---|
| 有限状态机 | 简单 | 3-5 个状态,可预测行为 |
| 行为树 | 中等 | 模块化,对设计师友好 |
| 目标导向行动规划 | 高 | 涌现式,基于规划 |
| 效用 AI | 高 | 基于评分的决策 |
| 类型 | 最适合 |
|---|---|
| 轴对齐包围盒 | 矩形,快速检查 |
| 圆形 | 圆形对象,开销小 |
| 空间哈希 | 许多相似大小的对象 |
| 四叉树 | 大型世界,大小不一 |
| 不要 | 应该 |
|---|---|
| 每帧更新所有内容 | 使用事件、脏标记 |
| 在热循环中创建对象 | 使用对象池 |
| 不缓存任何内容 | 缓存引用 |
| 不进行性能分析就优化 | 先进行性能分析 |
| 将输入与逻辑混合 | 抽象输入层 |
→ 从 game-development/web-games 开始选择框架 → 然后使用 game-development/2d-games 获取精灵/瓦片地图模式 → 参考 game-development/game-design 进行关卡设计
→ 从 game-development/mobile-games 开始处理触摸输入和应用商店 → 使用 game-development/game-design 进行谜题平衡
→ game-development/vr-ar 用于舒适性和沉浸感 → game-development/3d-games 用于渲染 → game-development/multiplayer 用于网络
记住: 伟大的游戏来自迭代,而非完美。快速构建原型,然后进行打磨。
每周安装量
1.4K
仓库
GitHub 星标
27.1K
首次出现
Jan 20, 2026
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安装于
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Orchestrator skill that provides core principles and routes to specialized sub-skills.
You are working on a game development project. This skill teaches the PRINCIPLES of game development and directs you to the right sub-skill based on context.
| If the game targets... | Use Sub-Skill |
|---|---|
| Web browsers (HTML5, WebGL) | game-development/web-games |
| Mobile (iOS, Android) | game-development/mobile-games |
| PC (Steam, Desktop) | game-development/pc-games |
| VR/AR headsets | game-development/vr-ar |
| If the game is... | Use Sub-Skill |
|---|---|
| 2D (sprites, tilemaps) | game-development/2d-games |
| 3D (meshes, shaders) | game-development/3d-games |
| If you need... | Use Sub-Skill |
|---|---|
| GDD, balancing, player psychology | game-development/game-design |
| Multiplayer, networking | game-development/multiplayer |
| Visual style, asset pipeline, animation | game-development/game-art |
| Sound design, music, adaptive audio | game-development/game-audio |
Every game, regardless of platform, follows this pattern:
INPUT → Read player actions
UPDATE → Process game logic (fixed timestep)
RENDER → Draw the frame (interpolated)
Fixed Timestep Rule:
| Pattern | Use When | Example |
|---|---|---|
| State Machine | 3-5 discrete states | Player: Idle→Walk→Jump |
| Object Pooling | Frequent spawn/destroy | Bullets, particles |
| Observer/Events | Cross-system communication | Health→UI updates |
| ECS | Thousands of similar entities | RTS units, particles |
| Command | Undo, replay, networking | Input recording |
| Behavior Tree | Complex AI decisions | Enemy AI |
Decision Rule: Start with State Machine. Add ECS only when performance demands.
Abstract input into ACTIONS, not raw keys:
"jump" → Space, Gamepad A, Touch tap
"move" → WASD, Left stick, Virtual joystick
Why: Enables multi-platform, rebindable controls.
| System | Budget |
|---|---|
| Input | 1ms |
| Physics | 3ms |
| AI | 2ms |
| Game Logic | 4ms |
| Rendering | 5ms |
| Buffer | 1.67ms |
Optimization Priority:
| AI Type | Complexity | Use When |
|---|---|---|
| FSM | Simple | 3-5 states, predictable behavior |
| Behavior Tree | Medium | Modular, designer-friendly |
| GOAP | High | Emergent, planning-based |
| Utility AI | High | Scoring-based decisions |
| Type | Best For |
|---|---|
| AABB | Rectangles, fast checks |
| Circle | Round objects, cheap |
| Spatial Hash | Many similar-sized objects |
| Quadtree | Large worlds, varying sizes |
| Don't | Do |
|---|---|
| Update everything every frame | Use events, dirty flags |
| Create objects in hot loops | Object pooling |
| Cache nothing | Cache references |
| Optimize without profiling | Profile first |
| Mix input with logic | Abstract input layer |
→ Start with game-development/web-games for framework selection → Then game-development/2d-games for sprite/tilemap patterns → Reference game-development/game-design for level design
→ Start with game-development/mobile-games for touch input and stores → Use game-development/game-design for puzzle balancing
→ game-development/vr-ar for comfort and immersion → game-development/3d-games for rendering → game-development/multiplayer for networking
Remember: Great games come from iteration, not perfection. Prototype fast, then polish.
Weekly Installs
1.4K
Repository
GitHub Stars
27.1K
First Seen
Jan 20, 2026
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Installed on
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