game-development

A guide that organizes game development work by platform, dimension, and specialty. It directs projects toward areas such as web, mobile, PC, VR/AR, 2D, 3D, multiplayer, art, audio, and design.

In plain words
What is it for?
Use it to decide which game-development area fits a project and to plan common systems such as state machines, object pools, events, or an entity-component system.
Why use it?
It helps choose the right development focus instead of treating every game project the same. It also explains shared foundations such as reading input, updating game logic, and drawing frames.

Skill for Claude CodeCodex

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add skills/misonl/ling/game-development
Any agent
npx skills add MisonL/Ling --skill game-development
Clone the repo
git clone --depth 1 https://github.com/MisonL/Ling

Made for: Claude Code, Codex.

Per session 20 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,482 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5 $0.00020 $0.01482
Opus 5 $0.00010 $0.00741
Sonnet 5 $0.00004 $0.00296
Haiku 4.5 $0.00002 $0.00148

Measured 2d ago against content hash f133124cd3ee, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

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 2d 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.

.agents/skills/game-development/SKILL.md · 168 lines

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:

  1. 算法(O(n²) -> O(n log n))
  2. 批处理(减少 draw calls(绘制调用))
  3. 对象池(避免 GC(垃圾回收)峰值)
  4. LOD(细节层级,按距离调整细节)
  5. 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) 基于规划的涌现行为
效用 AI(Utility AI) 基于评分决策

6. 碰撞策略

Read the full file on GitHub · 168 lines

Files

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.

Changes

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.

  1. 2d ago First seen · 168 lines · 20 tokens per session scan A f133124cd3ee

Subscribe to this mod's changes

game-development is a skill published in the GitHub repository MisonL/Ling (9 stars, last pushed 5mo ago), licensed MIT. It adds 20 tokens to every session and 1,482 once invoked, about $0.0001 per session on Opus 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.

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