game-development

A general guide to building games that points developers toward more focused topics. It explains shared foundations such as the game loop, input handling, architecture, performance limits, artificial intelligence, and collision handling.

In plain words
What is it for?
Use it to plan or review a game project, decide whether to follow 2D, 3D, mobile, browser, desktop, virtual-reality, networking, art, audio, or design guidance, and reason about core systems.
Why use it?
It helps developers choose the right game-development topic before getting into engine- or platform-specific details. The game loop is the repeated process of reading input, updating the world, and drawing each frame.

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/phuonghx/aim-cli/game-development
Any agent
npx skills add phuonghx/aim-cli --skill game-development
Clone the repo
git clone --depth 1 https://github.com/phuonghx/aim-cli

Made for: Claude Code, Codex.

Per session 88 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,305 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 $0.00088 $0.01305
Opus 5 $0.00044 $0.00652
Sonnet 5 $0.00018 $0.00261
Haiku 4.5 $0.00009 $0.00130

Measured yesterday against content hash 81e5d79d2167, 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 yesterday.

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.

aim/templates/aim-agents/skills/game-development/SKILL.md · 137 lines

How it starts

The opening of the file, as written. The whole thing — 137 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game Development

A hub skill: it carries the engine-neutral fundamentals every game shares and hands off to a focused sub-skill once the project's shape is clear.


How to route

Pick the sub-skill that matches what the question is really about. Most projects touch several.

By target hardware

  • Runs in a browser (HTML5 / WebGL / WebGPU) → web-games
  • Phones and tablets (iOS, Android) → mobile-games
  • Desktop and console (Steam, PlayStation, Xbox, Switch) → pc-games
  • Headsets and passthrough (Quest, PCVR, ARKit/ARCore) → vr-ar

By visual dimension

  • Flat: sprites, tiles, parallax → 2d-games
  • Volumetric: meshes, materials, lights → 3d-games

By discipline

  • Systems, economy, pacing, the design doc → game-design
  • Networking, replication, authority → multiplayer
  • Look, asset pipeline, rigging and animation → game-art
  • Sound effects, score, reactive mixing → game-audio

Fundamentals that apply everywhere

1. The simulation loop

A game is a loop that samples input, advances the world, and paints a frame:

read input  →  step simulation (fixed dt)  →  draw (interpolated)

Decouple the two clocks. Run gameplay and physics at a fixed step (commonly 30–60 Hz) so behavior is deterministic and stable; render as often as the display allows and interpolate between the last two simulation states so motion looks smooth even when the two rates disagree.

2. Choosing a structure

Approach Reach for it when Concrete case
Finite state machine An entity has a handful of clear modes Door: closed → opening → open → closing
Object pool Things spawn and die constantly Shell casings, hit sparks, projectiles
Event bus / observer Systems must react without knowing each other Pickup grabbed → score, SFX, and HUD all respond
Entity-component-system Tens of thousands of like entities Bullet-hell waves, swarm units
Command objects You need replay, netcode, or undo Recording a speedrun ghost
Behavior tree Branching, authorable AI A guard that patrols, investigates, then chases

Read the full file on GitHub · 137 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. yesterday First seen · 137 lines · 88 tokens per session scan A 81e5d79d2167

Subscribe to this mod's changes

game-development is a skill published in the GitHub repository phuonghx/aim-cli (1 stars, last pushed 2mo ago), licensed MIT. It adds 88 tokens to every session and 1,305 once invoked, about $0.0004 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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