mcpbeat

Pc Games

dokhacgiakhoa/pc-games

PC and console game development principles.

730 tokens
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the whole folder, loaded on every use
1
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instructions only
0
copies elsewhere
how many repositories repackaged it
505
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/Dokhacgiakhoa/Agent-Skills-4-Vibe-Coding-CLI --skill pc-games

The instruction itself

18 sections, as written by the author

PC/Console Game Development

> Engine selection and platform-specific principles.


1. Engine Selection

Decision Tree

What are you building?
│
├── 2D Game
│   ├── Open source important? → Godot
│   └── Large team/assets? → Unity
│
├── 3D Game
│   ├── AAA visual quality? → Unreal
│   ├── Cross-platform priority? → Unity
│   └── Indie/open source? → Godot 4
│
└── Specific Needs
    ├── DOTS performance? → Unity
    ├── Nanite/Lumen? → Unreal
    └── Lightweight? → Godot

Comparison

| Factor | Unity 6 | Godot 4 | Unreal 5 |

|--------|---------|---------|----------|

| 2D | Good | Excellent | Limited |

| 3D | Good | Good | Excellent |

| Learning | Medium | Easy | Hard |

| Cost | Revenue share | Free | 5% after $1M |

| Team | Any | Solo-Medium | Medium-Large |


2. Platform Features

Steam Integration

| Feature | Purpose |

|---------|---------|

| Achievements | Player goals |

| Cloud Saves | Cross-device progress |

| Leaderboards | Competition |

| Workshop | User mods |

| Rich Presence | Show in-game status |

Console Requirements

| Platform | Certification |

|----------|--------------|

| PlayStation | TRC compliance |

| Xbox | XR compliance |

| Nintendo | Lotcheck |


3. Controller Support

Input Abstraction

Map ACTIONS, not buttons:
- "confirm" → A (Xbox), Cross (PS), B (Nintendo)
- "cancel" → B (Xbox), Circle (PS), A (Nintendo)

Haptic Feedback

| Intensity | Use |

|-----------|-----|

| Light | UI feedback |

| Medium | Impacts |

| Heavy | Major events |


4. Performance Optimization

Profiling First

| Engine | Tool |

|--------|------|

| Unity | Profiler Window |

| Godot | Debugger → Profiler |

| Unreal | Unreal Insights |

Common Bottlenecks

| Bottleneck | Solution |

|------------|----------|

| Draw calls | Batching, atlases |

| GC spikes | Object pooling |

| Physics | Simpler colliders |

| Shaders | LOD shaders |


5. Engine-Specific Principles

Unity 6

  • DOTS for performance-critical systems
  • Burst compiler for hot paths
  • Addressables for asset streaming

Godot 4

  • GDScript for rapid iteration
  • C# for complex logic
  • Signals for decoupling

Unreal 5

  • Blueprint for designers
  • C++ for performance
  • Nanite for high-poly environments
  • Lumen for dynamic lighting

6. Anti-Patterns

| ❌ Don't | ✅ Do |

|----------|-------|

| Choose engine by hype | Choose by project needs |

| Ignore platform guidelines | Study certification requirements |

| Hardcode input buttons | Abstract to actions |

| Skip profiling | Profile early and often |


> Remember: Engine is a tool. Master the principles, then adapt to any engine.

How to use it

Copy the folder

Take dokhacgiakhoa/pc-games from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.