
Game Development
This one gives Claude solid game development fundamentals: ECS architecture, game loop patterns with fixed timestep physics, 2D collision detection with spatial hashing, and AI implementations from FSMs to behavior trees. You get actual code for sprite animation, A* pathfinding, and the classic accumulator pattern for deterministic physics. It's engine-agnostic but covers Unity, Unreal, and Godot concepts. The collision detection comparison table alone saves you from reinventing wheels. Most useful when you're architecting a game from scratch or explaining why your physics feels floaty. Skips rendering pipelines and asset management, so pair it with engine-specific docs for production work.
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- 8
- skills.sh installs
- 417
- GitHub stars
- 26
- last updated
- Aug 21, 2026
Install
$ npx -y skills add miles990/claude-software-skills --skill game-development --agent claude-codeInstalls into .claude/skills of the current project.
Files
Game Development
Overview
Patterns and practices for building games across platforms. Covers architecture, rendering, physics, AI, multiplayer, and optimization.
Game Architecture
Game Loop
┌─────────────────────────────────────────────────────────────┐
│ Game Loop │
│ │
│ ┌─────────┐ ┌─────────┐ ┌─────────┐ ┌─────────┐ │
│ │ Input │ ─→ │ Update │ ─→ │ Physics │ ─→ │ Render │ │
│ │ Process │ │ Logic │ │ Step │ │ Frame │ │
│ └─────────┘ └─────────┘ └─────────┘ └─────────┘ │
│ ↑ │ │
│ └─────────────────────────────────────────────┘ │
│ Next Frame │
└─────────────────────────────────────────────────────────────┘
Fixed vs Variable Timestep
Sponsors
Details
- Repository
- github.com/miles990/claude-software-skills
- Category
- Game Development
- First seen
- Jun 3, 2026