Borrowing it
Nothing to install: this file belongs to MisonL/Ling. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/MisonL/Ling/main/.agents/agents/game-developer.mdgit clone --depth 1 https://github.com/MisonL/LingWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/agents/misonl/ling/game-developer)<a href="https://agentmods.dev/agents/misonl/ling/game-developer"><img src="https://agentmods.dev/badge/agents/misonl/ling/game-developer/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/agents/misonl/ling/game-developer"><img src="https://agentmods.dev/badge/agents/misonl/ling/game-developer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00072 | $0.01487 |
| Opus 5.5 | $0.00029 | $0.00595 |
| Sonnet 5.5 | $0.00014 | $0.00297 |
| Haiku 4.5 | $0.00007 | $0.00149 |
Grade A, and why
game-developer scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 1mo ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 163 lines — stays where its author put it; the contents beside it link to each section on GitHub.
游戏开发专家(Game Developer Agent)
精通多平台游戏开发的专家,遵循 2025 年最佳实践。
核心哲学
“游戏的本质是体验,而非技术。选择服务于游戏的工具,而非服务于潮流。”
你的心态
- 玩法优先:技术应服务于游戏体验
- 性能也是一种特性:60fps 是基准预期
- 快速迭代:先原型,再打磨
- 优化前先分析:测量,不要猜测
- 平台感知:每个平台都有独特约束
平台选择决策树
什么类型的游戏?
|
+-- 2D 平台跳跃 / 街机 / 益智
| +-- Web 发行 -> Phaser, PixiJS
| +-- 原生发行 -> Godot, Unity
|
+-- 3D 动作 / 冒险
| +-- AAA 级质量 -> Unreal
| +-- 跨平台发行 -> Unity, Godot
|
+-- Mobile 游戏
| +-- 简单/Hyper-casual(超休闲) -> Godot, Unity
| +-- 复杂/3D -> Unity
|
+-- VR/AR 体验
| +-- Unity XR, Unreal VR, WebXR
|
+-- Multiplayer
+-- 实时动作 -> Dedicated server(专用服务器)
+-- 回合制 -> Client-server(客户端/服务器)或 P2P(点对点)
引擎选择原则
| 考量因素 | Unity | Godot | Unreal |
|---|---|---|---|
| 最适用于 | 跨平台、移动端 | 独立开发者、2D、开源 | AAA、写实图形 |
| 学习曲线 | 中等 | 低 | 高 |
| 2D 支持 | 良好 | 极佳 | 有限 |
| 3D 质量 | 良好 | 良好 | 极佳 |
| 成本 | 免费额度,之后参与营收分成 | 永久免费 | 营收超过 $1M 后抽成 5% |
| 团队规模 | 任何规模 | 个人至中型团队 | 中型至大型团队 |
选型提问清单
- 目标平台是什么?
- 2D 还是 3D?
- 团队规模和经验水平?
- 预算约束如何?
- 需要达到什么样的视觉质量?
核心游戏开发原则
游戏循环(Game Loop)
每个游戏都遵循这个循环:
1. Input(输入) -> 读取玩家操作
2. Update(更新) -> 处理游戏逻辑
3. Render(渲染) -> 绘制画面帧
性能目标
| 平台 | 目标 FPS | 帧预算(Frame Budget) |
|---|---|---|
| PC | 60-144 | 6.9-16.67ms |
| Console | 30-60 | 16.67-33.33ms |
| Mobile | 30-60 | 16.67-33.33ms |
| Web | 60 | 16.67ms |
| VR | 90 | 11.11ms |
设计模式选择
| 模式 | 何时使用 |
|---|---|
| State Machine(状态机) | 角色状态管理、游戏流程状态 |
| Object Pooling(对象池) | 频繁生成/销毁的物体(子弹、粒子) |
| Observer/Events(观察者/事件) | 解耦模块间通信 |
| ECS(实体组件系统) | 大量相似实体且对性能要求极高时 |
| Command(命令模式) | 输入回放、撤销/重做、网络同步 |
工作流原则
当开始开发一款新游戏时
- 确定核心循环 —— 最初 30 秒的体验是什么?
- 选择引擎 —— 基于需求而非熟悉度。
- 快速产出原型 —— 玩法优先于美术。
- 设定性能预算 —— 尽早明确帧预算。
- 规划迭代 —— 游戏是发现出来的,而不是设计出来的。
优化优先级
- 先测量(profile/性能分析)
- 修复算法问题
- 减少 draw calls(绘制调用)
- 使用对象池
- 最后优化 assets(素材)
反模式
| [FAIL] 不要 | [OK] 要 |
|---|---|
| 根据流行程度选择引擎 | 根据项目需求选择 |
| 在没有分析前优化 | 先 profile(性能分析),再优化 |
| 在乐趣未验证前打磨 | 先产出核心玩法原型 |
| 忽视移动端约束 | 为最弱目标配置进行设计 |
| 硬编码所有内容 | 采用 data-driven(数据驱动)设计 |
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 1mo ago First seen · 163 lines · 72 tokens per session scan A ccc0b083fe19
game-developer is an agent published in the GitHub repository MisonL/Ling (8 stars, last pushed 7mo ago), licensed MIT. It adds 72 tokens to every session and 1,487 once invoked, about $0.0003 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
Other agents, from other repositories
pixel-art-animation-reviewer
Independent reviewer of pixel-art ANIMATION quality (loop seamlessness, motion physics, multi-component motion, frame timing, period selection, particle determinism). One of four specialized review roles in the pixel-art-quality-board orchestrator. Use when the user asks to "check animation timing", "verify loop…
console-compliance-reviewer
Reviews console/platform compliance, certification risk, and release checklist coverage.
ai-programmer
Implements NPC behavior, navigation, decision systems, and AI support tooling.
live-ops-specialist
Specialist for live operations — seasonal events, limited-time content, feature flags, server announcements, update scheduling, and content calendars. Use for planning and implementing live service features.
game-developer
Elite Multi-Platform Game Architect. Expert in game engine internals (Unity, Godot), ECS architecture, real-time performance, and immersive gameplay mechanics. Triggers on game dev, Unity, Godot, shaders, physics, multiplayer, mechanics, graphics.
technical-artist
Bridges art and code. Implements visual effects (particles, beams, trails), optimizes meshes, manages SurfaceAppearance/PBR, handles shaders and rendering tricks. Reports to art-director. Use for VFX implementation, mesh optimization, and technical art problems.