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/skills/game-development/SKILL.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/skills/misonl/ling/game-development)<a href="https://agentmods.dev/skills/misonl/ling/game-development"><img src="https://agentmods.dev/badge/skills/misonl/ling/game-development/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/skills/misonl/ling/game-development"><img src="https://agentmods.dev/badge/skills/misonl/ling/game-development.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 | $0.00020 | $0.01482 |
| Opus 5.5 | $0.00008 | $0.00593 |
| Sonnet 5.5 | $0.00004 | $0.00296 |
| Haiku 4.5 | $0.00002 | $0.00148 |
Grade A, and why
game-development 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 — 168 lines — stays where its author put it; the contents beside it link to each section on GitHub.
游戏开发
编排类技能:提供核心原则,并引导至专业子技能。
何时使用此技能
当你在进行游戏开发项目时使用。本技能讲解游戏开发的核心原则,并根据上下文指引到合适的子技能。
子技能路由
平台选择
| 如果目标平台是... | 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) | game-development/pc-games |
| VR/AR 头显 | game-development/vr-ar |
维度选择
| 如果游戏是... | 使用子技能 |
|---|---|
| 2D(sprites, tilemaps) | game-development/2d-games |
| 3D(meshes, shaders) | game-development/3d-games |
专业领域
| 如果你需要... | 使用子技能 |
|---|---|
| GDD、平衡性、玩家心理 | game-development/game-design |
| 多人联机、网络同步 | game-development/multiplayer |
| 视觉风格、素材管线、动画 | game-development/game-art |
| 音效设计、音乐、自适应音频 | game-development/game-audio |
核心原则(全平台)
1. 游戏循环
不论平台,所有游戏都遵循这一模式:
INPUT -> 读取玩家操作
UPDATE -> 处理游戏逻辑(固定步长)
RENDER -> 绘制帧(插值)
固定步长规则:
- 物理/逻辑:固定频率(例如 50Hz)
- 渲染:尽可能快
- 在不同状态间做插值以保证画面平滑
2. 模式选择矩阵
| 模式 | 使用场景 | 示例 |
|---|---|---|
| 状态机(State Machine) | 3-5 个离散状态 | 玩家:Idle(待机)->Walk(行走)->Jump(跳跃) |
| 对象池(Object Pooling) | 频繁生成/销毁 | 子弹、粒子 |
| 观察者/事件(Observer/Events) | 跨系统通信 | 生命值->UI(界面)更新 |
| ECS(实体组件系统) | 大量相似实体 | RTS(即时战略)单位、粒子 |
| 命令(Command) | 撤销、回放、联网同步 | 输入记录 |
| 行为树(Behavior Tree) | 复杂 AI(人工智能)决策 | 敌人 AI |
决策规则: 先用状态机。只有在性能需要时再引入 ECS。
3. 输入抽象
将输入抽象为动作(Actions),而不是原始按键:
"jump" -> Space、手柄 A、触摸点击
"move" -> WASD、左摇杆、虚拟摇杆
原因: 便于多平台支持与可重绑控制。
4. 性能预算(60 FPS(帧率) = 16.67ms)
| 系统 | 预算 |
|---|---|
| 输入 | 1ms |
| 物理 | 3ms |
| AI(人工智能) | 2ms |
| 游戏逻辑 | 4ms |
| 渲染 | 5ms |
| 缓冲 | 1.67ms |
优化优先级:
- 算法(O(n²) -> O(n log n))
- 批处理(减少 draw calls(绘制调用))
- 对象池(避免 GC(垃圾回收)峰值)
- LOD(细节层级,按距离调整细节)
- 裁剪(跳过不可见)
5. AI 复杂度选择
| AI 类型 | 复杂度 | 使用场景 |
|---|---|---|
| FSM(有限状态机) | 简单 | 3-5 状态,行为可预测 |
| 行为树(Behavior Tree) | 中等 | 模块化,策划友好 |
| GOAP(目标导向行动规划) | 高 | 基于规划的涌现行为 |
| 效用 AI(Utility AI) | 高 | 基于评分决策 |
6. 碰撞策略
What ships with it
10 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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 · 168 lines · 20 tokens per session scan A f133124cd3ee
game-development is a skill published in the GitHub repository MisonL/Ling (8 stars, last pushed 7mo ago), licensed MIT. It adds 20 tokens to every session and 1,482 once invoked, about $0.0001 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 skills, from other repositories
playtest-report
Structured playtest report template, or turn existing playtest notes into structured feedback.
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motion
Reconstruct a skeleton from calibrated mesh projections and sequential VLM joint annotations, then fit joints and skin weights. Generate motion from joint-position trajectories, rhythm and contact constraints through IK; refine bone orientation against the action, then export, retarget and validate on the target mesh.
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
unity-manual-component
Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI. For one-off Inspector workflows that do not need REST automation.
threejs-exposure-color-grading
Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.