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Action Combat System Architecture
This document outlines a robust and flexible architecture for real-time action combat systems. It focuses on the synchronization of state management, collision detection, and a highly extensible damage processing pipeline.
Requirement Analysis Methods
Requirement analysis is the foundation of architectural design. A complete and detailed analysis of project requirements is necessary to lay a solid foundation for architecture and logic design.
Use-Case Driven Prototype Design
Applicable to rapid prototype development (validating gameplay/technology), centered on use cases with rapid iteration.
Logic Optimization
This document outlines key strategies and patterns for optimizing game logic performance. Optimization should always be driven by data and measurements, focusing on bottlenecks that impact the user experience or target hardware constraints.
Macro Architecture Design
Preliminary design performed after the Feature List is completed.
Handling Requirement Changes
The embodiment of architectural robustness.
Domain-Driven Design (DDD)
Applicable to core gameplay, scene systems, player data systems, and complex logic modules.
Data-Driven Design
Applicable to lightweight business modules (e.g., Inventory, Shop) centered on data management and display, suitable for Model layer design in MV series architectures.
Algorithm & Data Structures
This document provides a reference for selecting and implementing algorithms in game development. It covers generic problem-solving strategies, specialized search techniques, physics calculations, and essential data structures.
Game Architect Skill
Game architecture domain knowledge reference. Provides paradigm selection, system design references for game project architecture.
Animation Shader - Standalone Workflow
> This is the standalone workflow for the Animation Shader skill. Use this when **no external workflow skill** (e.g., OpenSpec, SpecKit) is available. If a workflow skill is active, ignore this file and use the SKILL.md as a domain knowledge reference instead.