hermeticormus/claude-code-game-development/game-arch-patterns
Claude Code and agent skill by hermeticormus/claude-code-game-development
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Game architecture code patterns: a fixed timestep loop with accumulator, an EventBus, ECS-style composition in Godot, Resource-based game data, an autoload service locator, and a game state stack. Use when laying out the core structure of a game or untangling one that has grown messy.
Install
npx vskill@latest install hermeticormus/claude-code-game-development/game-arch-patternsSKILL.md
Game Architecture Patterns
Fixed Timestep Game Loop with Accumulator
EventBus (Decoupled Signal System)
ECS Approximation in Godot (Composition Pattern)
Resource-Based Game Data (ScriptableObject Equivalent)
Service Locator (Autoload Pattern)
Game State Stack
Anti-Patterns
- God object / God scene: Single 2000-line script managing everything. Decompose into component nodes with single responsibilities.
- Everything as Autoload: Autoloads (singletons) create hidden global state. Use them only for truly global systems (AudioManager, SaveSystem, EventBus). Not for gameplay objects.
- Signals with too many parameters: If a signal needs 6+ parameters, the event carries too much data. Use a typed data class/dictionary payload instead.
- Direct scene path strings:
get_node("/root/Game/Player/Health")breaks if scene structure changes. Use @onready, signals, or the Service Locator. - Variable timestep physics: Never use
_process(delta)for physics simulation. Non-deterministic, framerate-dependent behavior. Use_physics_process(delta).
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Source
- SKILL.md in the repositoryCheckingplugins/game-architecture/skills/game-arch-patterns/SKILL.md
Popularity
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- 65
- Repository forks
- 11
- 7-day trend score
- 26
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