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MRCalderon3DMRCalderon3D/everything-game-dev-code/skills/engineering-common/input-abstraction/SKILL.md

input-abstraction

Skill105 starsChanged 8 months agoMITView on GitHub

Design input around player intent and supported device families instead of hardcoding device-specific behavior everywhere.

The file

We split this skill into the rules it gives an agent

4 rules. About 0 are common, 4 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈4

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    document action states and context switching

    line 27
  2. Distinctive:

    test edge cases around focus, pause, and overlays

    line 29
  3. Distinctive:

    Keep this skill aligned with the relevant rules layer and current project documentation.

    line 60
  4. Distinctive:

    If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.

    line 61

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Input Abstraction

Purpose

Design input around player intent and supported device families instead of hardcoding device-specific behavior everywhere.

Use When

  • multiple input devices are supported
  • rebinds or accessibility matter
  • UI and gameplay input are becoming tangled

Inputs

  • action list
  • supported devices
  • UI flow
  • accessibility requirements

Process

  1. define actions by intent
  2. separate raw device input from gameplay/UI action handling
  3. document action states and context switching
  4. support rebinding and persistence where needed
  5. test edge cases around focus, pause, and overlays

Outputs

  • action map
  • context model
  • device support notes
  • rebinding requirements

Quality Bar

  • gameplay consumes named actions, never raw device inputs
  • rebinding, device switching, and multiple control schemes work without touching gameplay code
  • input contexts (gameplay, menu, cutscene) are explicit, with defined push/pop behavior
  • dead zones, buffering, and repeat behavior are configured per action, not hardcoded

Common Failure Modes

  • raw key or button checks scattered through gameplay code
  • input consumed by multiple contexts at once (menu and gameplay both react)
  • device-specific assumptions that break on controller or touch
  • buffering and coyote-time tuning embedded in mechanics instead of the input layer

Related Agents

  • ui-programmer
  • accessibility-reviewer
  • gameplay-programmer

Related Commands

  • ui-flow-review
  • verify
  • tech-design

Notes

  • Keep this skill aligned with the relevant rules layer and current project documentation.
  • If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.

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