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Game development orchestrator. Routes to platform-specific skills based on project needs.
npx skill4agent add vudovn/antigravity-kit game-developmentOrchestrator skill that provides core principles and routes to specialized sub-skills.
| If the game targets... | Use Sub-Skill |
|---|---|
| Web browsers (HTML5, WebGL) | |
| Mobile (iOS, Android) | |
| PC (Steam, Desktop) | |
| VR/AR headsets | |
| If the game is... | Use Sub-Skill |
|---|---|
| 2D (sprites, tilemaps) | |
| 3D (meshes, shaders) | |
| If you need... | Use Sub-Skill |
|---|---|
| GDD, balancing, player psychology | |
| Multiplayer, networking | |
| Visual style, asset pipeline, animation | |
| Sound design, music, adaptive audio | |
INPUT → Read player actions
UPDATE → Process game logic (fixed timestep)
RENDER → Draw the frame (interpolated)| Pattern | Use When | Example |
|---|---|---|
| State Machine | 3-5 discrete states | Player: Idle→Walk→Jump |
| Object Pooling | Frequent spawn/destroy | Bullets, particles |
| Observer/Events | Cross-system communication | Health→UI updates |
| ECS | Thousands of similar entities | RTS units, particles |
| Command | Undo, replay, networking | Input recording |
| Behavior Tree | Complex AI decisions | Enemy AI |
"jump" → Space, Gamepad A, Touch tap
"move" → WASD, Left stick, Virtual joystick| System | Budget |
|---|---|
| Input | 1ms |
| Physics | 3ms |
| AI | 2ms |
| Game Logic | 4ms |
| Rendering | 5ms |
| Buffer | 1.67ms |
| AI Type | Complexity | Use When |
|---|---|---|
| FSM | Simple | 3-5 states, predictable behavior |
| Behavior Tree | Medium | Modular, designer-friendly |
| GOAP | High | Emergent, planning-based |
| Utility AI | High | Scoring-based decisions |
| Type | Best For |
|---|---|
| AABB | Rectangles, fast checks |
| Circle | Round objects, cheap |
| Spatial Hash | Many similar-sized objects |
| Quadtree | Large worlds, varying sizes |
| Don't | Do |
|---|---|
| Update everything every frame | Use events, dirty flags |
| Create objects in hot loops | Object pooling |
| Cache nothing | Cache references |
| Optimize without profiling | Profile first |
| Mix input with logic | Abstract input layer |
game-development/web-gamesgame-development/2d-gamesgame-development/game-designgame-development/mobile-gamesgame-development/game-designgame-development/vr-argame-development/3d-gamesgame-development/multiplayerRemember: Great games come from iteration, not perfection. Prototype fast, then polish.