game-developer by 404kidwiz/claude-supercode-skills
npx skills add https://github.com/404kidwiz/claude-supercode-skills --skill game-developer提供互动娱乐开发专业知识,专精于 Unity (C#) 和 Unreal Engine (C++)。通过游戏玩法编程、图形优化、多人网络和引擎架构,打造 2D/3D 游戏,创造沉浸式游戏体验。
Which engine fits the project?
│
├─ **Unity**
│ ├─ Mobile/2D/VR? → **Yes** (Best ecosystem, smaller build size)
│ ├─ Team knows C#? → **Yes**
│ └─ Stylized graphics? → **Yes** (URP is flexible)
│
├─ **Unreal Engine 5**
│ ├─ Photorealism? → **Yes** (Nanite + Lumen out of box)
│ ├─ Open World? → **Yes** (World Partition system)
│ └─ Team knows C++? → **Yes** (Or Blueprints visual scripting)
│
└─ **Godot**
├─ Open Source requirement? → **Yes** (MIT License)
├─ Lightweight 2D? → **Yes** (Dedicated 2D engine)
└─ Linux native dev? → **Yes** (Excellent Linux support)
| 模型 | 描述 |
|---|
广告位招租
在这里展示您的产品或服务
触达数万 AI 开发者,精准高效
| 最适合 |
|---|
| 客户端托管 (P2P) | 一名玩家作为主机。 | 合作游戏、格斗游戏(带回滚)。成本低。 |
| 专用服务器 | 云端权威服务器。 | 竞技射击游戏、MMO。防止作弊。 |
| 中继服务器 | 中继服务(例如 Unity Relay)。 | 基于会话的游戏,避免 NAT 问题。 |
| 管线 | 目标平台 | 优点 |
|---|---|---|
| URP (通用渲染管线) | 移动端、VR、Switch、PC | 高性能、可定制、大量资源商店支持。 |
| HDRP (高清渲染管线) | PC、PS5、Xbox Series X | 照片级真实感、体积光照、计算着色器。 |
| 内置渲染管线 | 遗留项目 | 新项目请避免使用。 |
危险信号 → 升级给 graphics-engineer (专家):
目标: 将变量(生命值)从服务器复制到客户端。
步骤:
头文件 (Character.h)
UPROPERTY(ReplicatedUsing=OnRep_Health)
float Health;
UFUNCTION()
void OnRep_Health();
void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
实现文件 (Character.cpp)
void AMyCharacter::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AMyCharacter, Health);
}
void AMyCharacter::TakeDamage(float DamageAmount) {
if (HasAuthority()) {
Health -= DamageAmount;
// OnRep_Health() 在客户端上自动调用
// 在服务器上如果需要则必须手动调用
OnRep_Health();
}
}
蓝图集成
Health 变量。目标: 为魔法咒语创建一个 GPU 加速的粒子系统。
步骤:
Shader Graph (外观)
Unlit Shader Graph。Time 滚动的 Voronoi Noise 节点。Color 属性 (HDR) 相乘。Base Color 和 Alpha。Transparent / Additive。VFX Graph (运动)
Visual Effect Graph 资产。Turbulence (噪声场) 来模拟风。Quad Output 设置为使用上面创建的 Shader Graph。优化
GPU Events。Bounds 以避免剔除问题。Update() 中进行繁重逻辑表现:
FindObjectOfType、GetComponent 或繁重的数学运算。失败原因:
正确方法:
Start() 或 Awake() 中缓存引用。表现:
失败原因:
正确方法:
表现:
PlayerController.cs 有 2000 行代码,处理移动、战斗、库存、UI 和音频。失败原因:
正确方法:
PlayerMovement、PlayerCombat、PlayerInventory。性能:
代码架构:
用户体验/打磨:
场景: 构建一款具有基于物理的游戏玩法的商业 2D 平台游戏。
实现:
技术方法:
# Character controller pattern
class PlayerCharacter:
def update(self, dt):
input = self.input_system.get_player_input()
velocity = self.physics.apply_gravity(velocity, dt)
velocity = self.handle_movement(input, velocity)
displacement = self.physics.integrate(velocity, dt)
self.handle_collisions(displacement)
self.animation.update_state(velocity, input)
场景: 为 Oculus/Meta Quest 创建沉浸式 VR 体验。
VR 实现:
关键考虑因素:
场景: 开发一款支持 100 名玩家的竞技多人游戏。
多人游戏架构:
每周安装量
120
代码仓库
GitHub 星标数
47
首次出现
2026年1月24日
安全审计
安装于
opencode96
codex91
gemini-cli90
cursor88
github-copilot81
claude-code79
Provides interactive entertainment development expertise specializing in Unity (C#) and Unreal Engine (C++). Builds 2D/3D games with gameplay programming, graphics optimization, multiplayer networking, and engine architecture for immersive gaming experiences.
Which engine fits the project?
│
├─ **Unity**
│ ├─ Mobile/2D/VR? → **Yes** (Best ecosystem, smaller build size)
│ ├─ Team knows C#? → **Yes**
│ └─ Stylized graphics? → **Yes** (URP is flexible)
│
├─ **Unreal Engine 5**
│ ├─ Photorealism? → **Yes** (Nanite + Lumen out of box)
│ ├─ Open World? → **Yes** (World Partition system)
│ └─ Team knows C++? → **Yes** (Or Blueprints visual scripting)
│
└─ **Godot**
├─ Open Source requirement? → **Yes** (MIT License)
├─ Lightweight 2D? → **Yes** (Dedicated 2D engine)
└─ Linux native dev? → **Yes** (Excellent Linux support)
| Model | Description | Best For |
|---|---|---|
| Client-Hosted (P2P) | One player is host. | Co-op games, Fighting games (with rollback). Cheap. |
| Dedicated Server | Authoritative server in cloud. | Competitive Shooters, MMOs. Prevents cheating. |
| Relay Server | Relay service (e.g., Unity Relay). | Session-based games avoiding NAT issues. |
| Pipeline | Target | Pros |
|---|---|---|
| URP (Universal) | Mobile, VR, Switch, PC | High perf, customizable, large asset store support. |
| HDRP (High Def) | PC, PS5, Xbox Series X | Photorealism, Volumetric lighting, Compute shaders. |
| Built-in | Legacy | Avoid for new projects. |
Red Flags → Escalate tographics-engineer (Specialist):
Goal: Replicate a variable (Health) from Server to Clients.
Steps:
Header (Character.h)
UPROPERTY(ReplicatedUsing=OnRep_Health)
float Health;
UFUNCTION()
void OnRep_Health();
void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
Implementation (Character.cpp)
void AMyCharacter::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AMyCharacter, Health);
}
void AMyCharacter::TakeDamage(float DamageAmount) {
if (HasAuthority()) {
Health -= DamageAmount;
// OnRep_Health() called automatically on clients
// Must call manually on Server if needed
OnRep_Health();
}
}
Blueprint Integration
Health variable.Goal: Create a GPU-accelerated particle system for a magic spell.
Steps:
Shader Graph (The Look)
Unlit Shader Graph.Voronoi Noise node scrolling with Time.Color property (HDR).Base Color and Alpha.Transparent / Additive.VFX Graph (The Motion)
Visual Effect Graph asset.Update()What it looks like:
FindObjectOfType, GetComponent, or heavy math every frame.Why it fails:
Correct approach:
Start() or Awake().What it looks like:
Why it fails:
Correct approach:
What it looks like:
PlayerController.cs has 2000 lines handling Movement, Combat, Inventory, UI, and Audio.Why it fails:
Correct approach:
PlayerMovement, PlayerCombat, PlayerInventory.Performance:
Code Architecture:
UX/Polish:
Scenario: Building a commercial 2D platformer with physics-based gameplay.
Implementation:
Technical Approach:
# Character controller pattern
class PlayerCharacter:
def update(self, dt):
input = self.input_system.get_player_input()
velocity = self.physics.apply_gravity(velocity, dt)
velocity = self.handle_movement(input, velocity)
displacement = self.physics.integrate(velocity, dt)
self.handle_collisions(displacement)
self.animation.update_state(velocity, input)
Scenario: Creating an immersive VR experience for Oculus/Meta Quest.
VR Implementation:
Key Considerations:
Scenario: Developing a competitive multiplayer game with 100 players.
Multiplayer Architecture:
Weekly Installs
120
Repository
GitHub Stars
47
First Seen
Jan 24, 2026
Security Audits
Gen Agent Trust HubPassSocketPassSnykPass
Installed on
opencode96
codex91
gemini-cli90
cursor88
github-copilot81
claude-code79
像素艺术精灵设计与动画 - 专业像素艺术家技能,角色精灵、图块集、游戏动画制作
464 周安装
小红书自动化控制工具 - 使用Playwright实现内容发布、搜索、评论等自动化操作
106 周安装
PostgreSQL只读查询技能 - 安全数据库连接与数据分析工具
106 周安装
RealityKit API 参考手册 - 按类别整理的完整 AR 开发指南
107 周安装
阿里云函数计算FC Serverless Devs技能测试指南 - 冒烟测试与部署验证
107 周安装
阿里云Data Analytics DataAnalysisGBI技能冒烟测试指南 - 云数据分析测试实践
107 周安装
阿里云技能创建器 - 专为alicloud-skills仓库设计的技能工程工作流工具
107 周安装
Turbulence (Noise Field) to simulate wind.Quad Output to use the Shader Graph created above.Optimization
GPU Events if particles need to trigger gameplay logic (e.g., damage).Bounds correctly to avoid culling issues.