architecture-audit
Skill0 starsChanged 9 months agoMITView on GitHub
Game-specific code architecture auditing. Use when auditing game code architecture, reviewing game loop patterns, evaluating game state management, assessing frame budget, checking entity architecture, input handling, or running architecture-audit on a game project. Covers game loop timing, state machines, ECS patterns, performance smells, technical debt timing.
16 other projects use a version of this.
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- harshitsinghbhandari/domain-expansiontheir own version, first seen Nov 8, 2026
- MarieLynneBlock/arcanum-artifextheir own version, first seen Nov 1, 2026
- RBraga01/a-teamtheir own version, first seen Nov 1, 2026
- helderberto/agent-skillstheir own version, first seen Oct 11, 2026
- nelantone/cogniviatheir own version, first seen Oct 11, 2026
- Suge8/friedbuntheir own version, first seen Oct 11, 2026
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GoogleSkillprototype
Build a throwaway prototype to answer a design question. Use when the user wants to sanity-check whether a state model or logic feels right, or explore what a UI should look like.
Also in 3 projects that use this
SentrySkillreview
Fixture review skill.
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GoogleSkilltdd
Test-driven development. Use when the user wants to build features or fix bugs test-first, mentions "red-green-refactor", or wants integration tests.
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Other versions16 projects use a version of this.
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- RBraga01/a-team★ 24same name
- helderberto/agent-skills★ 19same name
- Suge8/friedbun★ 12same name
- BrentRector/claude-skills★ 6same name
- creativedeals/free-claude-skill-architecture-audit★ 4same name
- MarieLynneBlock/arcanum-artifex★ 4same name
- gootf/software-agent-sop★ 2same name
- harshitsinghbhandari/domain-expansion★ 2same name
- seikaikyo/dash-skills★ 2same name
- InsightStudio-2026/agent-assets★ 1same name
6 more not listed
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 repository14 other files it gives its agents.
- AGENTS.mdAGENTS.md
- antipatternsSkill
- ascii-wireframingSkill
- content-planningSkill
- design-frameworksSkill
- difficulty-designSkill
- economy-designSkill
- implementationSkill
- mechanics-paletteSkill
- plan-auditSkill
- playtestingSkill
- scenario-walkthroughSkill
- scopingSkill
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Game Architecture Audit
Audit game code architecture for correctness, performance, and maintainability. Catches game-specific patterns that generic code audits miss.
Quick Reference
Game Architecture Health Scorecard
| Category | Healthy | Warning | Critical |
| Game Loop | Fixed update + variable render | Variable delta time | Physics in render loop |
| State Management | FSM or state pattern | Boolean flags (≤3) | Boolean combinatorial explosion |
| Input Handling | Action mapping layer | Direct key checks with remapping | Hardcoded key checks in gameplay |
| Entity Architecture | Components/ECS appropriate to scale | Mild inheritance (≤3 deep) | Deep inheritance or god objects |
| Resource Management | Object pooling for hot paths | Occasional allocation in loops | new/malloc every frame |
| Frame Budget | Measured, within target | Unmeasured but seems fine | Visible frame drops, no profiling |
| Scene Organization | Subsystem separation, clear ownership | Some coupling between subsystems | Monolithic scene, spaghetti refs |
| Build/Deploy | Automated, reproducible | Manual but documented | "Works on my machine" |
Game Loop Patterns
The correct answer for most games: Fixed Update with Variable Rendering (see implementation → Game Loop Setup for the accumulator pattern and code).
Audit Smells
| Smell | What's Wrong | Fix |
| Physics in render loop | Physics in _process/Update/render callback | Move to _physics_process/FixedUpdate |
| No delta time | Hardcoded position += 5 | Multiply by delta: position += speed * delta |
| God update function | Single update() >100 lines | Extract subsystems with single responsibilities |
| Missing state guards | Game logic runs during pause/menu | Check game state before processing |
| Spiral of Death | Uncapped accumulator, physics falls behind | Cap max accumulated time (e.g., 0.25s) |
Architecture Health Checklist
- Game loop uses fixed update for physics, variable for rendering
- No physics or movement code in render/draw callbacks
- State management uses FSM or state pattern (no boolean flag explosion)
- Input goes through a mapping/action layer (not raw key checks)
- No allocations in per-frame hot paths
- Entity architecture matches project scale (not over- or under-engineered)
- Scene/node organization has clear subsystem boundaries
- Technical debt is intentional and scheduled for payoff
- Frame budget is measured, not assumed
Deep Dives
(see architecture-audit/detailed-audits.md for State Management, Entity Architecture, Input Handling, Performance Smells, Game-Specific Technical Debt)
Engine-Specific Patterns
Engine-agnostic principles above apply everywhere. For engine-specific guidance:
(see architecture-audit/godot.md for Godot/GDScript scene tree, signals, and process patterns)(see architecture-audit/rust.md for Rust/Bevy ECS, plugin architecture, and system ordering)(see architecture-audit/unity.md for Unity/C# MonoBehaviour lifecycle, ScriptableObjects, and component architecture)(see architecture-audit/unreal.md for Unreal/C++ Actor model, Gameplay Framework, and Blueprint vs C++ patterns)(see architecture-audit/python.md for Python/Pygame game loop management, sprite groups, and performance constraints)(see architecture-audit/typescript.md for TypeScript/Phaser browser game patterns, asset loading, and typed event systems)
See Also
- plan-audit — Plan-level audit (companion to code architecture audit)
(see plan-audit) - scoping — MLP scope determines acceptable technical debt levels
(see scoping) - antipatterns — Design anti-patterns that manifest as architecture problems
(see antipatterns) - design-frameworks — Systems thinking for architecture decisions
(see design-frameworks) - playtesting — Playtest methodology for validating architecture decisions
(see playtesting)
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