gamedev-conventions
Cross-engine game development conventions and standards for the game-dev team
What this skill does
# Game Dev Team Conventions ## General - Detect and follow the project's existing engine and code conventions - Use delta time for all frame-rate-dependent calculations - Implement object pooling for frequently spawned/destroyed objects - Separate game data from game logic (data-driven design) - Use events/signals for decoupled communication between systems - Keep game state serializable for save/load support - Profile before optimizing - measure, don't guess ## Performance Standards - **Target frame rate**: Maintain target FPS (60 for action games, 30 for strategy) - **Memory**: Minimize per-frame allocations, avoid GC spikes - **Draw calls**: Batch where possible, use instancing for repeated geometry - **Physics**: Use layer masks, limit raycast distances, prefer overlap checks over raycasts - **Loading**: Use async loading, show progress, never block the main thread - **Pooling**: Pool projectiles, particles, enemies, and any frequently created objects ## Code Organization - One primary class/script per file - Group files by system (Player/, Enemies/, UI/, Environment/, etc.) - Keep scripts/components focused - single responsibility - Use namespaces or folders to prevent naming collisions - Separate editor tools from runtime code ## State Management - Use finite state machines for entities with discrete states - Implement proper enter/exit/update for each state - Make state transitions explicit and traceable - Handle edge cases (interrupted transitions, invalid states) - Consider hierarchical state machines for complex entities ## Input Handling - Abstract input from actions (don't check KeyCode directly) - Support remapping and multiple input devices - Handle simultaneous inputs correctly - Implement input buffering for action games - Test with keyboard, mouse, and gamepad ## Asset Conventions - Use consistent naming: `PascalCase` for types, `camelCase` or `snake_case` per engine convention - Textures: Power-of-2 dimensions, appropriate compression per platform - Models: < 50K triangles for mobile, < 100K for desktop (per object) - Audio: Use appropriate compression, implement spatial audio where needed - Keep source assets separate from imported/processed assets ## Testing - Test critical game systems (state machines, damage calculation, inventory) - Write integration tests for complex interactions - Automate repetitive playtesting with bots or scripts where possible - Test edge cases: zero health, full inventory, boundary conditions - Verify platform-specific behavior on target hardware ## Multiplayer (when applicable) - Implement authoritative server (never trust the client) - Minimize network bandwidth (delta compression, relevancy) - Handle latency with prediction and reconciliation - Test with simulated lag and packet loss - Implement proper disconnect/reconnect handling ## Collaboration - Each agent works within their defined scope - Agents should not modify files outside their responsibility - Engine-dev and gameplay-dev agree on system interfaces before implementation - All changes must follow patterns found in the existing codebase - Use the engine-specific skill as your primary reference
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