Documentation Index
Fetch the complete documentation index at: https://mintlify.com/vudovn/antigravity-kit/llms.txt
Use this file to discover all available pages before exploring further.
Overview
The Game Development skill is an orchestrator that provides core game development principles and routes to specialized sub-skills based on platform, dimension, and specialty area. It teaches fundamental patterns applicable across all game types.
What This Skill Provides
- Game loop fundamentals: Input → Update → Render pattern with fixed timestep
- Pattern selection: State machines, object pooling, ECS, behavior trees
- Input abstraction: Platform-independent action mapping
- Performance budgeting: 60 FPS frame budget allocation (16.67ms)
- AI selection: FSM, behavior trees, GOAP, utility AI by complexity
- Collision strategies: AABB, circle, spatial hash, quadtree
- Sub-skill routing: Directs to web, mobile, PC, VR/AR, 2D, 3D, multiplayer, etc.
- Universal anti-patterns: Common mistakes across all platforms
Sub-Skills
The skill routes to specialized sub-skills:
- web-games: HTML5, WebGL browser games
- mobile-games: iOS, Android mobile games
- pc-games: Steam, desktop games
- vr-ar: VR/AR headset games
By Dimension
- 2d-games: Sprites, tilemaps, 2D physics
- 3d-games: Meshes, shaders, 3D rendering
By Specialty
- game-design: GDD, balancing, player psychology
- multiplayer: Networking, client-server architecture
- game-art: Visual style, asset pipeline, animation
- game-audio: Sound design, music, adaptive audio
Use Cases
- Building web-based browser games
- Creating mobile games for iOS and Android
- Developing PC games for Steam or desktop
- Implementing VR/AR experiences
- Designing game mechanics and balance
- Adding multiplayer networking
- Optimizing game performance for 60 FPS
Which Agents Use This Skill
This skill is commonly used by:
- Game developers across all platforms
- Technical game designers implementing mechanics
- Graphics programmers optimizing rendering
- Gameplay programmers building game systems
Key Principles
The Game Loop
Every game, regardless of platform, follows this pattern:
INPUT → Read player actions
UPDATE → Process game logic (fixed timestep)
RENDER → Draw the frame (interpolated)
Fixed Timestep Rule:
- Physics/logic: Fixed rate (e.g., 50Hz)
- Rendering: As fast as possible
- Interpolate between states for smooth visuals
Pattern Selection Matrix
| 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 |
| System | Budget |
|---|
| Input | 1ms |
| Physics | 3ms |
| AI | 2ms |
| Game Logic | 4ms |
| Rendering | 5ms |
| Buffer | 1.67ms |
Optimization Priority
- Algorithm (O(n²) → O(n log n))
- Batching (reduce draw calls)
- Pooling (avoid GC spikes)
- LOD (detail by distance)
- Culling (skip invisible)
Abstract input into ACTIONS, not raw keys:
"jump" → Space, Gamepad A, Touch tap
"move" → WASD, Left stick, Virtual joystick
Enables multi-platform, rebindable controls.
AI Selection by Complexity
| 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 |
Collision Strategy
| Type | Best For |
|---|
| AABB | Rectangles, fast checks |
| Circle | Round objects, cheap |
| Spatial Hash | Many similar-sized objects |
| Quadtree | Large worlds, varying sizes |
Anti-Patterns
| 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 |
Routing Examples
- Start with
game-development/web-games for framework selection
- Then
game-development/2d-games for sprite/tilemap patterns
- Reference
game-development/game-design for level design
Mobile puzzle game
- Start with
game-development/mobile-games for touch input and stores
- Use
game-development/game-design for puzzle balancing
Multiplayer VR shooter
game-development/vr-ar for comfort and immersion
game-development/3d-games for rendering
game-development/multiplayer for networking
Remember
Great games come from iteration, not perfection. Prototype fast, then polish.