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grounded-playgrounded-play/hunker-bunker/.agents/skills/game-dev/SKILL.md

game-dev

Skill2 starsChanged 50 days agoMITView on GitHub

Comprehensive guide and design patterns for game development, game architecture, and game feel. Use this skill whenever building gameplay mechanics, game loops, fixed timestep physics, kinematic character controllers, screen shake and "juice", finite state machines (FSM), input action mapping, Web Audio systems, procedural generation (WFC, BSP), or combat systems.

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    1. notque/claude-code-toolkit★ 448same name
    2. notque/vexjoy-agent★ 448same name
    3. acatovic/gothicvania-codex-demo★ 25same name
    4. TheArchitectit/awesome-cline-skills★ 8same name
    5. BigY0shi/super-skills★ 4same name

    How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.

  • In this repository2 other files it gives its agents.

The file

We split this skill into the rules it gives an agent

4 rules. 0 are common, 2 are distinctive, and 2 are very specific to this project.

  • 0

    Common

    Most of the 4 edited versions we read keep these.

  • 2

    Distinctive

    This author's own choices. Worth a look.

  • 2

    Very specific

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

  • Common
  • Distinctive
  • Very specific
  1. Very specific:

    Never run physics, collisions, or game logic directly on variable requestAnimationFrame delta times.

    line 19
  2. Very specific:

    Screen Shake: Use trauma-based shake (trauma^2) with smooth noise, not raw random jitter.

    line 24
  3. Distinctive:

    Jump Buffering: If the jump button is pressed 100ms *before* landing, execute the jump immediately upon landing.

    line 33
  4. Distinctive:

    Read the following specialized references when working on specific subsystems:

    line 47

“Common” is measured: kept by at least 6 in 10 of the 4 edited versions of this file we could read. “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

Game Development & Game Feel ("Juice") Mastery

This skill provides core game architecture patterns, deterministic loop setups, kinematic physics, input pipelines, audio architectures, and the principles of "game juice" to turn static 3D/2D scenes into punchy, responsive, and exhilarating games.


The Golden Rules of Game Feel & Architecture

  1. Decouple Physics from Rendering (Fixed Timestep): Never run physics, collisions, or game logic directly on variable requestAnimationFrame delta times. High-refresh screens (144Hz+) or lag spikes will desync movement speeds and break collision checks. Always use a fixed simulation tick (e.g. 60Hz) with an accumulator. 👉 See references/game-loop-and-ticks.md.
  2. Juice Every Action (The Vlambeer Principle): A game without juice feels sterile and cheap. Always layer physical feedback on interactions:
    • Screen Shake: Use trauma-based shake (trauma^2) with smooth noise, not raw random jitter.
    • Hit Stop: Freeze the simulation for 30–80ms on impactful hits.
    • Particles & Impact: Emit sparks, dust, or shell casings in the direction of the impact normal.
    • Squash & Stretch: Compress characters vertically on landing and stretch on jumping. 👉 See references/game-feel-and-juice.md.
  3. Forgiving Player Mechanics (Coyote Time & Buffering): Human reaction times and inputs are imperfect. Give players:
    • Coyote Time: Allow jumping for 100–150ms after walking off a ledge.
    • Jump Buffering: If the jump button is pressed 100ms before landing, execute the jump immediately upon landing. 👉 See references/character-controller-and-physics.md.
  4. Kinematic Over Rigid-Body for Player Movement: Physics-driven rigid bodies (forces, impulses) often feel slippery, floaty, and frustrating to control. Use a Kinematic Character Controller (KCC) that directly updates velocity with explicit gravity, acceleration, and wall-sliding vector projections.
  5. Audio Feedback With Pitch Randomization: Repetitive sound effects (footsteps, gunshots, sword swings) quickly trigger ear fatigue. Modulate playbackRate or pitch by ±8-12% on every trigger. 👉 See references/audio-and-sound-design.md.

Architectural Breakdown & Subdocs

Read the following specialized references when working on specific subsystems:

  • Game Loop & Fixed Timestep: references/game-loop-and-ticks.md
    • Accumulator pattern, lag spike clamping, spiral-of-death prevention, simulation alpha blending.
  • Game Feel & "Juice": references/game-feel-and-juice.md
    • Screen shake algorithms, hit stop / freeze frame, squash & stretch, impact particles, damage flashes.
  • State Machines & Systems: references/state-machines-and-systems.md
    • Hierarchical Finite State Machines (HFSM) for characters and bosses, game state transitions, event bus decoupling.
  • Character Controller & Kinematics: references/character-controller-and-physics.md
    • Kinematic character controller, wall sliding, step-up heights, slope limits, coyote time, jump buffering.
  • Input & Control Mapping: references/input-and-controls.md
    • Action-based input mapping, keyboard, mouse/pointer lock, gamepad API with analog deadzones.
  • Audio & Sound Design: references/audio-and-sound-design.md
    • Web Audio API context unlock, audio pooling, 3D spatial audio, audio ducking, pitch variation.
  • Procedural Generation: references/procedural-generation.md
    • Wave Function Collapse (WFC), cellular automata caves, BSP room trees, seeded PRNG.

Production Game Loop Implementation

For a battle-tested fixed timestep game loop with accumulator and lag clamping: 👉 examples/game-loop.js

Download now (ZIP)

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