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game-development游戏开发

Agent Skill

game-development 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

1,929

周安装

82

GitHub Stars

48

下载量

676
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:game-development(游戏开发)
来源仓库:https://github.com/travisjneuman/.claude
仓库路径:skills/game-development
安装命令:
npx skills add https://github.com/travisjneuman/.claude --skill game-development
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/travisjneuman/.claude --skill game-development

简介

game-development 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息。

  • 适合在 Codex、Claude、Cursor、Gemini CLI 中围绕仓库状态、代码变更或协作事项进行整理。
  • 通过 npx skills add 命令从指定仓库安装并使用。
  • 安装前需确认权限范围和维护状态,注意是否触发联网或文件操作。
  • 建议结合原始 README 核验具体用法和功能边界。

SKILL.md

name
game-development
description
Game development with Unity, Unreal Engine, and Godot. Use when building games, implementing game mechanics, physics, AI, or working with game engines.

Game Development

Comprehensive guide for building games across major engines and platforms.

Engine Comparison

EngineLanguageBest ForPlatforms
UnityC#Mobile, indie, VR/ARAll
UnrealC++, BlueprintsAAA, realistic graphicsAll
GodotGDScript, C#2D, indie, open sourceAll

Unity (C#)

Project Structure

Assets/
├── Scripts/
│   ├── Player/
│   │   ├── PlayerController.cs
│   │   └── PlayerInput.cs
│   ├── Enemies/
│   ├── Systems/
│   └── Utils/
├── Prefabs/
├── Scenes/
├── Materials/
├── Animations/
└── Resources/

Player Controller

using UnityEngine;
using UnityEngine.InputSystem;

[RequireComponent(typeof(CharacterController))]
public class PlayerController : MonoBehaviour
{
    [Header("Movement")]
    [SerializeField] private float moveSpeed = 5f;
    [SerializeField] private float sprintMultiplier = 1.5f;
    [SerializeField] private float jumpHeight = 2f;
    [SerializeField] private float gravity = -9.81f;

    [Header("Look")]
    [SerializeField] private float lookSensitivity = 2f;
    [SerializeField] private float maxLookAngle = 80f;

    private CharacterController _controller;
    private Vector2 _moveInput;
    private Vector2 _lookInput;
    private Vector3 _velocity;
    private float _xRotation;
    private bool _isSprinting;

    private void Awake()
    {
        _controller = GetComponent<CharacterController>();
        Cursor.lockState = CursorLockMode.Locked;
    }

    private void Update()
    {
        HandleMovement();
        HandleLook();
        ApplyGravity();
    }

    private void HandleMovement()
    {
        float speed = _isSprinting ? moveSpeed * sprintMultiplier : moveSpeed;
        Vector3 move = transform.right * _moveInput.x + transform.forward * _moveInput.y;
        _controller.Move(move * speed * Time.deltaTime);
    }

    private void HandleLook()
    {
        float mouseX = _lookInput.x * lookSensitivity * Time.deltaTime;
        float mouseY = _lookInput.y * lookSensitivity * Time.deltaTime;

        _xRotation -= mouseY;
        _xRotation = Mathf.Clamp(_xRotation, -maxLookAngle, maxLookAngle);

        Camera.main.transform.localRotation = Quaternion.Euler(_xRotation, 0f, 0f);
        transform.Rotate(Vector3.up * mouseX);
    }

    private void ApplyGravity()
    {
        if (_controller.isGrounded && _velocity.y < 0)
        {
            _velocity.y = -2f;
        }

        _velocity.y += gravity * Time.deltaTime;
        _controller.Move(_velocity * Time.deltaTime);
    }

    // Input System callbacks
    public void OnMove(InputAction.CallbackContext context) =>
        _moveInput = context.ReadValue<Vector2>();

    public void OnLook(InputAction.CallbackContext context) =>
        _lookInput = context.ReadValue<Vector2>();

    public void OnJump(InputAction.CallbackContext context)
    {
        if (context.performed && _controller.isGrounded)
        {
            _velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
        }
    }

    public void OnSprint(InputAction.CallbackContext context) =>
        _isSprinting = context.performed;
}

State Machine

public interface IState
{
    void Enter();
    void Update();
    void Exit();
}

public class StateMachine
{
    private IState _currentState;

    public void ChangeState(IState newState)
    {
        _currentState?.Exit();
        _currentState = newState;
        _currentState.Enter();
    }

    public void Update() => _currentState?.Update();
}

// Example: Enemy AI States
public class IdleState : IState
{
    private readonly EnemyAI _enemy;

    public IdleState(EnemyAI enemy) => _enemy = enemy;

    public void Enter() => _enemy.Animator.SetTrigger("Idle");

    public void Update()
    {
        if (_enemy.CanSeePlayer())
        {
            _enemy.StateMachine.ChangeState(new ChaseState(_enemy));
        }
    }

    public void Exit() { }
}

public class ChaseState : IState
{
    private readonly EnemyAI _enemy;

    public ChaseState(EnemyAI enemy) => _enemy = enemy;

    public void Enter() => _enemy.Animator.SetTrigger("Run");

    public void Update()
    {
        _enemy.NavAgent.SetDestination(_enemy.Player.position);

        if (_enemy.InAttackRange())
        {
            _enemy.StateMachine.ChangeState(new AttackState(_enemy));
        }
        else if (!_enemy.CanSeePlayer())
        {
            _enemy.StateMachine.ChangeState(new IdleState(_enemy));
        }
    }

    public void Exit() { }
}

Object Pooling

public class ObjectPool<T> where T : Component
{
    private readonly T _prefab;
    private readonly Transform _parent;
    private readonly Queue<T> _pool = new();

    public ObjectPool(T prefab, int initialSize, Transform parent = null)
    {
        _prefab = prefab;
        _parent = parent;

        for (int i = 0; i < initialSize; i++)
        {
            CreateInstance();
        }
    }

    public T Get()
    {
        if (_pool.Count == 0) CreateInstance();

        T obj = _pool.Dequeue();
        obj.gameObject.SetActive(true);
        return obj;
    }

    public void Return(T obj)
    {
        obj.gameObject.SetActive(false);
        _pool.Enqueue(obj);
    }

    private void CreateInstance()
    {
        T obj = Object.Instantiate(_prefab, _parent);
        obj.gameObject.SetActive(false);
        _pool.Enqueue(obj);
    }
}

Unreal Engine (C++)

Actor Component

// PlayerMovementComponent.h
#pragma once

#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "PlayerMovementComponent.generated.h"

UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class MYGAME_API UPlayerMovementComponent : public UActorComponent
{
    GENERATED_BODY()

public:
    UPlayerMovementComponent();

    virtual void TickComponent(float DeltaTime, ELevelTick TickType,
        FActorComponentTickFunction* ThisTickFunction) override;

    UFUNCTION(BlueprintCallable, Category = "Movement")
    void Move(FVector2D Input);

    UFUNCTION(BlueprintCallable, Category = "Movement")
    void Jump();

protected:
    virtual void BeginPlay() override;

private:
    UPROPERTY(EditAnywhere, Category = "Movement")
    float MoveSpeed = 600.0f;

    UPROPERTY(EditAnywhere, Category = "Movement")
    float JumpForce = 400.0f;

    UPROPERTY()
    class UCharacterMovementComponent* MovementComponent;
};

// PlayerMovementComponent.cpp
#include "PlayerMovementComponent.h"
#include "GameFramework/CharacterMovementComponent.h"

UPlayerMovementComponent::UPlayerMovementComponent()
{
    PrimaryComponentTick.bCanEverTick = true;
}

void UPlayerMovementComponent::BeginPlay()
{
    Super::BeginPlay();

    if (ACharacter* Owner = Cast<ACharacter>(GetOwner()))
    {
        MovementComponent = Owner->GetCharacterMovement();
    }
}

void UPlayerMovementComponent::Move(FVector2D Input)
{
    if (!MovementComponent) return;

    FVector Forward = GetOwner()->GetActorForwardVector();
    FVector Right = GetOwner()->GetActorRightVector();

    FVector Direction = (Forward * Input.Y + Right * Input.X).GetSafeNormal();
    MovementComponent->AddInputVector(Direction * MoveSpeed);
}

void UPlayerMovementComponent::Jump()
{
    if (ACharacter* Character = Cast<ACharacter>(GetOwner()))
    {
        Character->Jump();
    }
}

Gameplay Ability System (GAS)

// MyGameplayAbility.h
#pragma once

#include "Abilities/GameplayAbility.h"
#include "MyGameplayAbility.generated.h"

UCLASS()
class MYGAME_API UMyGameplayAbility : public UGameplayAbility
{
    GENERATED_BODY()

public:
    UMyGameplayAbility();

    virtual void ActivateAbility(const FGameplayAbilitySpecHandle Handle,
        const FGameplayAbilityActorInfo* ActorInfo,
        const FGameplayAbilityActivationInfo ActivationInfo,
        const FGameplayEventData* TriggerEventData) override;

    virtual void EndAbility(const FGameplayAbilitySpecHandle Handle,
        const FGameplayAbilityActorInfo* ActorInfo,
        const FGameplayAbilityActivationInfo ActivationInfo,
        bool bReplicateEndAbility, bool bWasCancelled) override;

protected:
    UPROPERTY(EditDefaultsOnly, Category = "Ability")
    float Damage = 50.0f;

    UPROPERTY(EditDefaultsOnly, Category = "Ability")
    TSubclassOf<UGameplayEffect> DamageEffect;
};

Godot (GDScript)

Player Controller

extends CharacterBody3D

@export var move_speed: float = 5.0
@export var jump_velocity: float = 4.5
@export var mouse_sensitivity: float = 0.002

var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")

@onready var camera: Camera3D = $Camera3D

func _ready() -> void:
    Input.mouse_mode = Input.MOUSE_MODE_CAPTURED

func _input(event: InputEvent) -> void:
    if event is InputEventMouseMotion:
        rotate_y(-event.relative.x * mouse_sensitivity)
        camera.rotate_x(-event.relative.y * mouse_sensitivity)
        camera.rotation.x = clamp(camera.rotation.x, -PI/2, PI/2)

func _physics_process(delta: float) -> void:
    # Gravity
    if not is_on_floor():
        velocity.y -= gravity * delta

    # Jump
    if Input.is_action_just_pressed("jump") and is_on_floor():
        velocity.y = jump_velocity

    # Movement
    var input_dir := Input.get_vector("move_left", "move_right", "move_forward", "move_back")
    var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()

    if direction:
        velocity.x = direction.x * move_speed
        velocity.z = direction.z * move_speed
    else:
        velocity.x = move_toward(velocity.x, 0, move_speed)
        velocity.z = move_toward(velocity.z, 0, move_speed)

    move_and_slide()

State Machine (GDScript)

# state_machine.gd
class_name StateMachine
extends Node

@export var initial_state: State

var current_state: State
var states: Dictionary = {}

func _ready() -> void:
    for child in get_children():
        if child is State:
            states[child.name.to_lower()] = child
            child.transitioned.connect(_on_child_transitioned)

    if initial_state:
        initial_state.enter()
        current_state = initial_state

func _process(delta: float) -> void:
    if current_state:
        current_state.update(delta)

func _physics_process(delta: float) -> void:
    if current_state:
        current_state.physics_update(delta)

func _on_child_transitioned(state: State, new_state_name: String) -> void:
    if state != current_state:
        return

    var new_state: State = states.get(new_state_name.to_lower())
    if not new_state:
        return

    current_state.exit()
    new_state.enter()
    current_state = new_state

# state.gd
class_name State
extends Node

signal transitioned(state: State, new_state_name: String)

func enter() -> void:
    pass

func exit() -> void:
    pass

func update(_delta: float) -> void:
    pass

func physics_update(_delta: float) -> void:
    pass

Game Patterns

Entity Component System (ECS)

// Unity DOTS example
using Unity.Entities;
using Unity.Mathematics;
using Unity.Transforms;

public struct MoveSpeed : IComponentData
{
    public float Value;
}

public partial class MovementSystem : SystemBase
{
    protected override void OnUpdate()
    {
        float deltaTime = SystemAPI.Time.DeltaTime;

        Entities.ForEach((ref LocalTransform transform, in MoveSpeed speed) =>
        {
            transform.Position += new float3(0, 0, speed.Value * deltaTime);
        }).ScheduleParallel();
    }
}

Event System

public static class GameEvents
{
    public static event Action<int> OnScoreChanged;
    public static event Action<float> OnHealthChanged;
    public static event Action OnGameOver;

    public static void ScoreChanged(int newScore) => OnScoreChanged?.Invoke(newScore);
    public static void HealthChanged(float newHealth) => OnHealthChanged?.Invoke(newHealth);
    public static void GameOver() => OnGameOver?.Invoke();
}

// Usage
public class UIManager : MonoBehaviour
{
    private void OnEnable()
    {
        GameEvents.OnScoreChanged += UpdateScoreUI;
        GameEvents.OnHealthChanged += UpdateHealthUI;
    }

    private void OnDisable()
    {
        GameEvents.OnScoreChanged -= UpdateScoreUI;
        GameEvents.OnHealthChanged -= UpdateHealthUI;
    }
}

Save System

[Serializable]
public class SaveData
{
    public int Level;
    public float PlayTime;
    public Vector3Serializable PlayerPosition;
    public List<string> UnlockedAchievements;
}

public static class SaveSystem
{
    private static readonly string SavePath =
        Path.Combine(Application.persistentDataPath, "save.json");

    public static void Save(SaveData data)
    {
        string json = JsonUtility.ToJson(data, true);
        File.WriteAllText(SavePath, json);
    }

    public static SaveData Load()
    {
        if (!File.Exists(SavePath)) return new SaveData();

        string json = File.ReadAllText(SavePath);
        return JsonUtility.FromJson<SaveData>(json);
    }
}

Performance Optimization

LOD (Level of Detail)

// Unity LOD Group setup
[RequireComponent(typeof(LODGroup))]
public class LODSetup : MonoBehaviour
{
    public Renderer[] lodRenderers;
    public float[] screenRelativeTransitions = { 0.5f, 0.2f, 0.01f };

    void Start()
    {
        LODGroup lodGroup = GetComponent<LODGroup>();
        LOD[] lods = new LOD[lodRenderers.Length];

        for (int i = 0; i < lodRenderers.Length; i++)
        {
            lods[i] = new LOD(screenRelativeTransitions[i], new[] { lodRenderers[i] });
        }

        lodGroup.SetLODs(lods);
        lodGroup.RecalculateBounds();
    }
}

Spatial Partitioning

public class QuadTree<T> where T : class
{
    private readonly int _maxObjects = 10;
    private readonly int _maxLevels = 5;
    private readonly int _level;
    private readonly List<(Rect bounds, T obj)> _objects = new();
    private readonly Rect _bounds;
    private QuadTree<T>[] _nodes;

    public QuadTree(int level, Rect bounds)
    {
        _level = level;
        _bounds = bounds;
    }

    public void Insert(Rect objBounds, T obj)
    {
        if (_nodes != null)
        {
            int index = GetIndex(objBounds);
            if (index != -1)
            {
                _nodes[index].Insert(objBounds, obj);
                return;
            }
        }

        _objects.Add((objBounds, obj));

        if (_objects.Count > _maxObjects && _level < _maxLevels)
        {
            if (_nodes == null) Split();

            int i = 0;
            while (i < _objects.Count)
            {
                int index = GetIndex(_objects[i].bounds);
                if (index != -1)
                {
                    var item = _objects[i];
                    _objects.RemoveAt(i);
                    _nodes[index].Insert(item.bounds, item.obj);
                }
                else i++;
            }
        }
    }

    public List<T> Retrieve(Rect area)
    {
        List<T> result = new();
        RetrieveAll(area, result);
        return result;
    }
}

Checklist

Pre-Production

  • [ ] Game Design Document (GDD)
  • [ ] Technical Design Document
  • [ ] Art style guide
  • [ ] Target platforms defined
  • [ ] Performance budgets set

Development

  • [ ] Version control setup
  • [ ] CI/CD for builds
  • [ ] Automated testing
  • [ ] Performance profiling regular
  • [ ] Memory leak checks

Release

  • [ ] Platform certification requirements
  • [ ] Localization complete
  • [ ] Accessibility options
  • [ ] Analytics integration
  • [ ] Crash reporting

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

34.34%
按下载量换算232

Claude

29.24%
按下载量换算198

Cursor

17.92%
按下载量换算121

Gemini CLI

8.61%
按下载量换算58

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

权限需确认

当前来源未能明确判断权限范围,默认进入异常复核队列。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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