tribunal-kit 2.4.6 → 3.0.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/.agent/agents/accessibility-reviewer.md +220 -134
- package/.agent/agents/ai-code-reviewer.md +233 -129
- package/.agent/agents/backend-specialist.md +238 -178
- package/.agent/agents/code-archaeologist.md +181 -119
- package/.agent/agents/database-architect.md +207 -164
- package/.agent/agents/debugger.md +218 -151
- package/.agent/agents/dependency-reviewer.md +136 -55
- package/.agent/agents/devops-engineer.md +238 -175
- package/.agent/agents/documentation-writer.md +221 -137
- package/.agent/agents/explorer-agent.md +180 -142
- package/.agent/agents/frontend-reviewer.md +194 -80
- package/.agent/agents/frontend-specialist.md +237 -188
- package/.agent/agents/game-developer.md +52 -184
- package/.agent/agents/logic-reviewer.md +149 -78
- package/.agent/agents/mobile-developer.md +223 -152
- package/.agent/agents/mobile-reviewer.md +195 -79
- package/.agent/agents/orchestrator.md +211 -170
- package/.agent/agents/penetration-tester.md +174 -131
- package/.agent/agents/performance-optimizer.md +203 -139
- package/.agent/agents/performance-reviewer.md +211 -108
- package/.agent/agents/product-manager.md +162 -108
- package/.agent/agents/project-planner.md +162 -142
- package/.agent/agents/qa-automation-engineer.md +242 -138
- package/.agent/agents/security-auditor.md +194 -170
- package/.agent/agents/seo-specialist.md +213 -132
- package/.agent/agents/sql-reviewer.md +194 -73
- package/.agent/agents/supervisor-agent.md +203 -156
- package/.agent/agents/test-coverage-reviewer.md +193 -81
- package/.agent/agents/type-safety-reviewer.md +208 -65
- package/.agent/scripts/__pycache__/auto_preview.cpython-311.pyc +0 -0
- package/.agent/scripts/__pycache__/bundle_analyzer.cpython-311.pyc +0 -0
- package/.agent/scripts/__pycache__/checklist.cpython-311.pyc +0 -0
- package/.agent/scripts/__pycache__/dependency_analyzer.cpython-311.pyc +0 -0
- package/.agent/scripts/__pycache__/security_scan.cpython-311.pyc +0 -0
- package/.agent/scripts/__pycache__/session_manager.cpython-311.pyc +0 -0
- package/.agent/scripts/__pycache__/skill_integrator.cpython-311.pyc +0 -0
- package/.agent/scripts/__pycache__/swarm_dispatcher.cpython-311.pyc +0 -0
- package/.agent/scripts/__pycache__/test_runner.cpython-311.pyc +0 -0
- package/.agent/scripts/__pycache__/verify_all.cpython-311.pyc +0 -0
- package/.agent/skills/agent-organizer/SKILL.md +126 -132
- package/.agent/skills/ai-prompt-injection-defense/SKILL.md +155 -66
- package/.agent/skills/api-patterns/SKILL.md +289 -257
- package/.agent/skills/api-security-auditor/SKILL.md +172 -70
- package/.agent/skills/app-builder/templates/chrome-extension/TEMPLATE.md +1 -1
- package/.agent/skills/app-builder/templates/electron-desktop/TEMPLATE.md +1 -1
- package/.agent/skills/appflow-wireframe/SKILL.md +107 -100
- package/.agent/skills/architecture/SKILL.md +331 -200
- package/.agent/skills/authentication-best-practices/SKILL.md +168 -67
- package/.agent/skills/bash-linux/SKILL.md +154 -215
- package/.agent/skills/brainstorming/SKILL.md +104 -210
- package/.agent/skills/building-native-ui/SKILL.md +169 -70
- package/.agent/skills/clean-code/SKILL.md +360 -206
- package/.agent/skills/config-validator/SKILL.md +141 -165
- package/.agent/skills/csharp-developer/SKILL.md +528 -107
- package/.agent/skills/database-design/SKILL.md +455 -275
- package/.agent/skills/deployment-procedures/SKILL.md +145 -188
- package/.agent/skills/devops-engineer/SKILL.md +332 -134
- package/.agent/skills/devops-incident-responder/SKILL.md +113 -98
- package/.agent/skills/edge-computing/SKILL.md +157 -213
- package/.agent/skills/extract-design-system/SKILL.md +129 -69
- package/.agent/skills/framer-motion-expert/SKILL.md +939 -0
- package/.agent/skills/game-design-expert/SKILL.md +105 -0
- package/.agent/skills/game-engineering-expert/SKILL.md +122 -0
- package/.agent/skills/geo-fundamentals/SKILL.md +124 -215
- package/.agent/skills/github-operations/SKILL.md +314 -354
- package/.agent/skills/gsap-expert/SKILL.md +901 -0
- package/.agent/skills/i18n-localization/SKILL.md +138 -216
- package/.agent/skills/intelligent-routing/SKILL.md +127 -139
- package/.agent/skills/llm-engineering/SKILL.md +357 -258
- package/.agent/skills/local-first/SKILL.md +154 -203
- package/.agent/skills/mcp-builder/SKILL.md +118 -224
- package/.agent/skills/nextjs-react-expert/SKILL.md +783 -203
- package/.agent/skills/nodejs-best-practices/SKILL.md +559 -280
- package/.agent/skills/observability/SKILL.md +330 -285
- package/.agent/skills/parallel-agents/SKILL.md +122 -181
- package/.agent/skills/performance-profiling/SKILL.md +254 -197
- package/.agent/skills/plan-writing/SKILL.md +118 -188
- package/.agent/skills/platform-engineer/SKILL.md +123 -135
- package/.agent/skills/playwright-best-practices/SKILL.md +157 -76
- package/.agent/skills/powershell-windows/SKILL.md +146 -230
- package/.agent/skills/python-pro/SKILL.md +879 -114
- package/.agent/skills/react-specialist/SKILL.md +931 -108
- package/.agent/skills/realtime-patterns/SKILL.md +304 -296
- package/.agent/skills/rust-pro/SKILL.md +701 -240
- package/.agent/skills/seo-fundamentals/SKILL.md +154 -181
- package/.agent/skills/server-management/SKILL.md +190 -212
- package/.agent/skills/shadcn-ui-expert/SKILL.md +201 -68
- package/.agent/skills/sql-pro/SKILL.md +633 -104
- package/.agent/skills/swiftui-expert/SKILL.md +171 -70
- package/.agent/skills/systematic-debugging/SKILL.md +118 -186
- package/.agent/skills/tailwind-patterns/SKILL.md +576 -232
- package/.agent/skills/tdd-workflow/SKILL.md +137 -209
- package/.agent/skills/testing-patterns/SKILL.md +573 -205
- package/.agent/skills/vue-expert/SKILL.md +964 -119
- package/.agent/skills/vulnerability-scanner/SKILL.md +269 -316
- package/.agent/skills/web-accessibility-auditor/SKILL.md +188 -71
- package/.agent/skills/webapp-testing/SKILL.md +145 -236
- package/.agent/workflows/api-tester.md +151 -279
- package/.agent/workflows/audit.md +138 -168
- package/.agent/workflows/brainstorm.md +110 -146
- package/.agent/workflows/changelog.md +112 -144
- package/.agent/workflows/create.md +124 -139
- package/.agent/workflows/debug.md +189 -196
- package/.agent/workflows/deploy.md +189 -153
- package/.agent/workflows/enhance.md +151 -139
- package/.agent/workflows/fix.md +135 -143
- package/.agent/workflows/generate.md +157 -164
- package/.agent/workflows/migrate.md +160 -163
- package/.agent/workflows/orchestrate.md +168 -151
- package/.agent/workflows/performance-benchmarker.md +123 -305
- package/.agent/workflows/plan.md +173 -151
- package/.agent/workflows/preview.md +80 -137
- package/.agent/workflows/refactor.md +183 -153
- package/.agent/workflows/review-ai.md +129 -140
- package/.agent/workflows/review.md +116 -155
- package/.agent/workflows/session.md +94 -154
- package/.agent/workflows/status.md +79 -125
- package/.agent/workflows/strengthen-skills.md +139 -99
- package/.agent/workflows/swarm.md +179 -194
- package/.agent/workflows/test.md +211 -166
- package/.agent/workflows/tribunal-backend.md +113 -111
- package/.agent/workflows/tribunal-database.md +115 -132
- package/.agent/workflows/tribunal-frontend.md +118 -115
- package/.agent/workflows/tribunal-full.md +133 -136
- package/.agent/workflows/tribunal-mobile.md +119 -123
- package/.agent/workflows/tribunal-performance.md +133 -152
- package/.agent/workflows/ui-ux-pro-max.md +143 -171
- package/README.md +11 -15
- package/package.json +1 -1
- package/.agent/skills/dotnet-core-expert/SKILL.md +0 -103
- package/.agent/skills/framer-motion-animations/SKILL.md +0 -74
- package/.agent/skills/game-development/2d-games/SKILL.md +0 -119
- package/.agent/skills/game-development/3d-games/SKILL.md +0 -135
- package/.agent/skills/game-development/SKILL.md +0 -236
- package/.agent/skills/game-development/game-art/SKILL.md +0 -185
- package/.agent/skills/game-development/game-audio/SKILL.md +0 -190
- package/.agent/skills/game-development/game-design/SKILL.md +0 -129
- package/.agent/skills/game-development/mobile-games/SKILL.md +0 -108
- package/.agent/skills/game-development/multiplayer/SKILL.md +0 -132
- package/.agent/skills/game-development/pc-games/SKILL.md +0 -144
- package/.agent/skills/game-development/vr-ar/SKILL.md +0 -123
- package/.agent/skills/game-development/web-games/SKILL.md +0 -150
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name: game-design
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description: Game design principles. GDD structure, balancing, player psychology, progression.
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allowed-tools: Read, Glob, Grep
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---
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# Game Design Principles
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> Design thinking for engaging games.
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---
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## 1. Core Loop Design
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### The 30-Second Test
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```
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Every game needs a fun 30-second loop:
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1. ACTION → Player does something
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2. FEEDBACK → Game responds
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3. REWARD → Player feels good
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4. REPEAT
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```
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### Loop Examples
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| Genre | Core Loop |
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|-------|-----------|
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| Platformer | Run → Jump → Land → Collect |
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| Shooter | Aim → Shoot → Kill → Loot |
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| Puzzle | Observe → Think → Solve → Advance |
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| RPG | Explore → Fight → Level → Gear |
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---
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## 2. Game Design Document (GDD)
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### Essential Sections
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| Section | Content |
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|---------|---------|
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| **Pitch** | One-sentence description |
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| **Core Loop** | 30-second gameplay |
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| **Mechanics** | How systems work |
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| **Progression** | How player advances |
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| **Art Style** | Visual direction |
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| **Audio** | Sound direction |
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### Principles
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- Keep it living (update regularly)
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- Visuals help communicate
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- Less is more (start small)
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---
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## 3. Player Psychology
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### Motivation Types
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| Type | Driven By |
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| **Achiever** | Goals, completion |
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| **Explorer** | Discovery, secrets |
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| **Socializer** | Interaction, community |
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| **Killer** | Competition, dominance |
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### Reward Schedules
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| Schedule | Effect | Use |
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| **Fixed** | Predictable | Milestone rewards |
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| **Variable** | Addictive | Loot drops |
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| **Ratio** | Effort-based | Grind games |
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---
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## 4. Difficulty Balancing
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### Flow State
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Too Hard → Frustration → Quit
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Too Easy → Boredom → Quit
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Just Right → Flow → Engagement
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```
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### Balancing Strategies
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| Strategy | How |
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| **Dynamic** | Adjust to player skill |
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| **Selection** | Let player choose |
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| **Accessibility** | Options for all |
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## 5. Progression Design
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| Type | Example |
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| **Skill** | Player gets better |
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| **Power** | Character gets stronger |
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| **Content** | New areas unlock |
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| **Story** | Narrative advances |
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### Pacing Principles
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- Gradually increase challenge
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- Rest beats between intensity
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- Meaningful choices
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| ❌ Don't | ✅ Do |
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| Design in isolation | Playtest constantly |
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| Polish before fun | Prototype first |
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| Force one way to play | Allow player expression |
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| Punish excessively | Reward progress |
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> **Remember:** Fun is discovered through iteration, not designed on paper.
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name: mobile-games
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description: Mobile game development principles. Touch input, battery, performance, app stores.
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allowed-tools: Read, Write, Edit, Glob, Grep
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# Mobile Game Development
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> Platform constraints and optimization principles.
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## 1. Platform Considerations
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### Key Constraints
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| **Touch input** | Large hit areas, gestures |
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| **Battery** | Limit CPU/GPU usage |
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| **Thermal** | Throttle when hot |
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| **Screen size** | Responsive UI |
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| **Interruptions** | Pause on background |
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| Imprecise | Precise |
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| Occludes screen | No occlusion |
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| Limited buttons | Many buttons |
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### Best Practices
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## 6. Anti-Patterns
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| ❌ Don't | ✅ Do |
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|----------|-------|
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| Desktop controls on mobile | Design for touch |
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| Ignore battery drain | Monitor thermals |
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| Force landscape | Support player preference |
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| Always-on network | Cache and sync |
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---
|
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-
> **Remember:** Mobile is the most constrained platform. Respect battery and attention.
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|
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1
|
-
---
|
|
2
|
-
name: multiplayer
|
|
3
|
-
description: Multiplayer game development principles. Architecture, networking, synchronization.
|
|
4
|
-
allowed-tools: Read, Write, Edit, Glob, Grep, Bash
|
|
5
|
-
---
|
|
6
|
-
|
|
7
|
-
# Multiplayer Game Development
|
|
8
|
-
|
|
9
|
-
> Networking architecture and synchronization principles.
|
|
10
|
-
|
|
11
|
-
---
|
|
12
|
-
|
|
13
|
-
## 1. Architecture Selection
|
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|
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|
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15
|
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### Decision Tree
|
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|
-
|
|
17
|
-
```
|
|
18
|
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What type of multiplayer?
|
|
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|
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│
|
|
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|
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├── Competitive / Real-time
|
|
21
|
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│ └── Dedicated Server (authoritative)
|
|
22
|
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│
|
|
23
|
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├── Cooperative / Casual
|
|
24
|
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│ └── Host-based (one player is server)
|
|
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|
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│
|
|
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|
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├── Turn-based
|
|
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|
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│ └── Client-server (simple)
|
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│
|
|
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|
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└── Massive (MMO)
|
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|
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└── Distributed servers
|
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|
-
```
|
|
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|
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|
|
33
|
-
### Comparison
|
|
34
|
-
|
|
35
|
-
| Architecture | Latency | Cost | Security |
|
|
36
|
-
|--------------|---------|------|----------|
|
|
37
|
-
| **Dedicated** | Low | High | Strong |
|
|
38
|
-
| **P2P** | Variable | Low | Weak |
|
|
39
|
-
| **Host-based** | Medium | Low | Medium |
|
|
40
|
-
|
|
41
|
-
---
|
|
42
|
-
|
|
43
|
-
## 2. Synchronization Principles
|
|
44
|
-
|
|
45
|
-
### State vs Input
|
|
46
|
-
|
|
47
|
-
| Approach | Sync What | Best For |
|
|
48
|
-
|----------|-----------|----------|
|
|
49
|
-
| **State Sync** | Game state | Simple, few objects |
|
|
50
|
-
| **Input Sync** | Player inputs | Action games |
|
|
51
|
-
| **Hybrid** | Both | Most games |
|
|
52
|
-
|
|
53
|
-
### Lag Compensation
|
|
54
|
-
|
|
55
|
-
| Technique | Purpose |
|
|
56
|
-
|-----------|---------|
|
|
57
|
-
| **Prediction** | Client predicts server |
|
|
58
|
-
| **Interpolation** | Smooth remote players |
|
|
59
|
-
| **Reconciliation** | Fix mispredictions |
|
|
60
|
-
| **Lag compensation** | Rewind for hit detection |
|
|
61
|
-
|
|
62
|
-
---
|
|
63
|
-
|
|
64
|
-
## 3. Network Optimization
|
|
65
|
-
|
|
66
|
-
### Bandwidth Reduction
|
|
67
|
-
|
|
68
|
-
| Technique | Savings |
|
|
69
|
-
|-----------|---------|
|
|
70
|
-
| **Delta compression** | Send only changes |
|
|
71
|
-
| **Quantization** | Reduce precision |
|
|
72
|
-
| **Priority** | Important data first |
|
|
73
|
-
| **Area of interest** | Only nearby entities |
|
|
74
|
-
|
|
75
|
-
### Update Rates
|
|
76
|
-
|
|
77
|
-
| Type | Rate |
|
|
78
|
-
|------|------|
|
|
79
|
-
| Position | 20-60 Hz |
|
|
80
|
-
| Health | On change |
|
|
81
|
-
| Inventory | On change |
|
|
82
|
-
| Chat | On send |
|
|
83
|
-
|
|
84
|
-
---
|
|
85
|
-
|
|
86
|
-
## 4. Security Principles
|
|
87
|
-
|
|
88
|
-
### Server Authority
|
|
89
|
-
|
|
90
|
-
```
|
|
91
|
-
Client: "I hit the enemy"
|
|
92
|
-
Server: Validate → did projectile actually hit?
|
|
93
|
-
→ was player in valid state?
|
|
94
|
-
→ was timing possible?
|
|
95
|
-
```
|
|
96
|
-
|
|
97
|
-
### Anti-Cheat
|
|
98
|
-
|
|
99
|
-
| Cheat | Prevention |
|
|
100
|
-
|-------|------------|
|
|
101
|
-
| Speed hack | Server validates movement |
|
|
102
|
-
| Aimbot | Server validates sight line |
|
|
103
|
-
| Item dupe | Server owns inventory |
|
|
104
|
-
| Wall hack | Don't send hidden data |
|
|
105
|
-
|
|
106
|
-
---
|
|
107
|
-
|
|
108
|
-
## 5. Matchmaking
|
|
109
|
-
|
|
110
|
-
### Considerations
|
|
111
|
-
|
|
112
|
-
| Factor | Impact |
|
|
113
|
-
|--------|--------|
|
|
114
|
-
| **Skill** | Fair matches |
|
|
115
|
-
| **Latency** | Playable connection |
|
|
116
|
-
| **Wait time** | Player patience |
|
|
117
|
-
| **Party size** | Group play |
|
|
118
|
-
|
|
119
|
-
---
|
|
120
|
-
|
|
121
|
-
## 6. Anti-Patterns
|
|
122
|
-
|
|
123
|
-
| ❌ Don't | ✅ Do |
|
|
124
|
-
|----------|-------|
|
|
125
|
-
| Trust the client | Server is authority |
|
|
126
|
-
| Send everything | Send only necessary |
|
|
127
|
-
| Ignore latency | Design for 100-200ms |
|
|
128
|
-
| Sync exact positions | Interpolate/predict |
|
|
129
|
-
|
|
130
|
-
---
|
|
131
|
-
|
|
132
|
-
> **Remember:** Never trust the client. The server is the source of truth.
|
|
@@ -1,144 +0,0 @@
|
|
|
1
|
-
---
|
|
2
|
-
name: pc-games
|
|
3
|
-
description: PC and console game development principles. Engine selection, platform features, optimization strategies.
|
|
4
|
-
allowed-tools: Read, Write, Edit, Glob, Grep
|
|
5
|
-
---
|
|
6
|
-
|
|
7
|
-
# PC/Console Game Development
|
|
8
|
-
|
|
9
|
-
> Engine selection and platform-specific principles.
|
|
10
|
-
|
|
11
|
-
---
|
|
12
|
-
|
|
13
|
-
## 1. Engine Selection
|
|
14
|
-
|
|
15
|
-
### Decision Tree
|
|
16
|
-
|
|
17
|
-
```
|
|
18
|
-
What are you building?
|
|
19
|
-
│
|
|
20
|
-
├── 2D Game
|
|
21
|
-
│ ├── Open source important? → Godot
|
|
22
|
-
│ └── Large team/assets? → Unity
|
|
23
|
-
│
|
|
24
|
-
├── 3D Game
|
|
25
|
-
│ ├── AAA visual quality? → Unreal
|
|
26
|
-
│ ├── Cross-platform priority? → Unity
|
|
27
|
-
│ └── Indie/open source? → Godot 4
|
|
28
|
-
│
|
|
29
|
-
└── Specific Needs
|
|
30
|
-
├── DOTS performance? → Unity
|
|
31
|
-
├── Nanite/Lumen? → Unreal
|
|
32
|
-
└── Lightweight? → Godot
|
|
33
|
-
```
|
|
34
|
-
|
|
35
|
-
### Comparison
|
|
36
|
-
|
|
37
|
-
| Factor | Unity 6 | Godot 4 | Unreal 5 |
|
|
38
|
-
|--------|---------|---------|----------|
|
|
39
|
-
| 2D | Good | Excellent | Limited |
|
|
40
|
-
| 3D | Good | Good | Excellent |
|
|
41
|
-
| Learning | Medium | Easy | Hard |
|
|
42
|
-
| Cost | Revenue share | Free | 5% after $1M |
|
|
43
|
-
| Team | Any | Solo-Medium | Medium-Large |
|
|
44
|
-
|
|
45
|
-
---
|
|
46
|
-
|
|
47
|
-
## 2. Platform Features
|
|
48
|
-
|
|
49
|
-
### Steam Integration
|
|
50
|
-
|
|
51
|
-
| Feature | Purpose |
|
|
52
|
-
|---------|---------|
|
|
53
|
-
| Achievements | Player goals |
|
|
54
|
-
| Cloud Saves | Cross-device progress |
|
|
55
|
-
| Leaderboards | Competition |
|
|
56
|
-
| Workshop | User mods |
|
|
57
|
-
| Rich Presence | Show in-game status |
|
|
58
|
-
|
|
59
|
-
### Console Requirements
|
|
60
|
-
|
|
61
|
-
| Platform | Certification |
|
|
62
|
-
|----------|--------------|
|
|
63
|
-
| PlayStation | TRC compliance |
|
|
64
|
-
| Xbox | XR compliance |
|
|
65
|
-
| Nintendo | Lotcheck |
|
|
66
|
-
|
|
67
|
-
---
|
|
68
|
-
|
|
69
|
-
## 3. Controller Support
|
|
70
|
-
|
|
71
|
-
### Input Abstraction
|
|
72
|
-
|
|
73
|
-
```
|
|
74
|
-
Map ACTIONS, not buttons:
|
|
75
|
-
- "confirm" → A (Xbox), Cross (PS), B (Nintendo)
|
|
76
|
-
- "cancel" → B (Xbox), Circle (PS), A (Nintendo)
|
|
77
|
-
```
|
|
78
|
-
|
|
79
|
-
### Haptic Feedback
|
|
80
|
-
|
|
81
|
-
| Intensity | Use |
|
|
82
|
-
|-----------|-----|
|
|
83
|
-
| Light | UI feedback |
|
|
84
|
-
| Medium | Impacts |
|
|
85
|
-
| Heavy | Major events |
|
|
86
|
-
|
|
87
|
-
---
|
|
88
|
-
|
|
89
|
-
## 4. Performance Optimization
|
|
90
|
-
|
|
91
|
-
### Profiling First
|
|
92
|
-
|
|
93
|
-
| Engine | Tool |
|
|
94
|
-
|--------|------|
|
|
95
|
-
| Unity | Profiler Window |
|
|
96
|
-
| Godot | Debugger → Profiler |
|
|
97
|
-
| Unreal | Unreal Insights |
|
|
98
|
-
|
|
99
|
-
### Common Bottlenecks
|
|
100
|
-
|
|
101
|
-
| Bottleneck | Solution |
|
|
102
|
-
|------------|----------|
|
|
103
|
-
| Draw calls | Batching, atlases |
|
|
104
|
-
| GC spikes | Object pooling |
|
|
105
|
-
| Physics | Simpler colliders |
|
|
106
|
-
| Shaders | LOD shaders |
|
|
107
|
-
|
|
108
|
-
---
|
|
109
|
-
|
|
110
|
-
## 5. Engine-Specific Principles
|
|
111
|
-
|
|
112
|
-
### Unity 6
|
|
113
|
-
|
|
114
|
-
- DOTS for performance-critical systems
|
|
115
|
-
- Burst compiler for hot paths
|
|
116
|
-
- Addressables for asset streaming
|
|
117
|
-
|
|
118
|
-
### Godot 4
|
|
119
|
-
|
|
120
|
-
- GDScript for rapid iteration
|
|
121
|
-
- C# for complex logic
|
|
122
|
-
- Signals for decoupling
|
|
123
|
-
|
|
124
|
-
### Unreal 5
|
|
125
|
-
|
|
126
|
-
- Blueprint for designers
|
|
127
|
-
- C++ for performance
|
|
128
|
-
- Nanite for high-poly environments
|
|
129
|
-
- Lumen for dynamic lighting
|
|
130
|
-
|
|
131
|
-
---
|
|
132
|
-
|
|
133
|
-
## 6. Anti-Patterns
|
|
134
|
-
|
|
135
|
-
| ❌ Don't | ✅ Do |
|
|
136
|
-
|----------|-------|
|
|
137
|
-
| Choose engine by hype | Choose by project needs |
|
|
138
|
-
| Ignore platform guidelines | Study certification requirements |
|
|
139
|
-
| Hardcode input buttons | Abstract to actions |
|
|
140
|
-
| Skip profiling | Profile early and often |
|
|
141
|
-
|
|
142
|
-
---
|
|
143
|
-
|
|
144
|
-
> **Remember:** Engine is a tool. Master the principles, then adapt to any engine.
|
|
@@ -1,123 +0,0 @@
|
|
|
1
|
-
---
|
|
2
|
-
name: vr-ar
|
|
3
|
-
description: VR/AR development principles. Comfort, interaction, performance requirements.
|
|
4
|
-
allowed-tools: Read, Write, Edit, Glob, Grep
|
|
5
|
-
---
|
|
6
|
-
|
|
7
|
-
# VR/AR Development
|
|
8
|
-
|
|
9
|
-
> Immersive experience principles.
|
|
10
|
-
|
|
11
|
-
---
|
|
12
|
-
|
|
13
|
-
## 1. Platform Selection
|
|
14
|
-
|
|
15
|
-
### VR Platforms
|
|
16
|
-
|
|
17
|
-
| Platform | Use Case |
|
|
18
|
-
|----------|----------|
|
|
19
|
-
| **Quest** | Standalone, wireless |
|
|
20
|
-
| **PCVR** | High fidelity |
|
|
21
|
-
| **PSVR** | Console market |
|
|
22
|
-
| **WebXR** | Browser-based |
|
|
23
|
-
|
|
24
|
-
### AR Platforms
|
|
25
|
-
|
|
26
|
-
| Platform | Use Case |
|
|
27
|
-
|----------|----------|
|
|
28
|
-
| **ARKit** | iOS devices |
|
|
29
|
-
| **ARCore** | Android devices |
|
|
30
|
-
| **WebXR** | Browser AR |
|
|
31
|
-
| **HoloLens** | Enterprise |
|
|
32
|
-
|
|
33
|
-
---
|
|
34
|
-
|
|
35
|
-
## 2. Comfort Principles
|
|
36
|
-
|
|
37
|
-
### Motion Sickness Prevention
|
|
38
|
-
|
|
39
|
-
| Cause | Solution |
|
|
40
|
-
|-------|----------|
|
|
41
|
-
| **Locomotion** | Teleport, snap turn |
|
|
42
|
-
| **Low FPS** | Maintain 90 FPS |
|
|
43
|
-
| **Camera shake** | Avoid or minimize |
|
|
44
|
-
| **Rapid acceleration** | Gradual movement |
|
|
45
|
-
|
|
46
|
-
### Comfort Settings
|
|
47
|
-
|
|
48
|
-
- Vignette during movement
|
|
49
|
-
- Snap vs smooth turning
|
|
50
|
-
- Seated vs standing modes
|
|
51
|
-
- Height calibration
|
|
52
|
-
|
|
53
|
-
---
|
|
54
|
-
|
|
55
|
-
## 3. Performance Requirements
|
|
56
|
-
|
|
57
|
-
### Target Metrics
|
|
58
|
-
|
|
59
|
-
| Platform | FPS | Resolution |
|
|
60
|
-
|----------|-----|------------|
|
|
61
|
-
| Quest 2 | 72-90 | 1832x1920 |
|
|
62
|
-
| Quest 3 | 90-120 | 2064x2208 |
|
|
63
|
-
| PCVR | 90 | 2160x2160+ |
|
|
64
|
-
| PSVR2 | 90-120 | 2000x2040 |
|
|
65
|
-
|
|
66
|
-
### Frame Budget
|
|
67
|
-
|
|
68
|
-
- VR requires consistent frame times
|
|
69
|
-
- Single dropped frame = visible judder
|
|
70
|
-
- 90 FPS = 11.11ms budget
|
|
71
|
-
|
|
72
|
-
---
|
|
73
|
-
|
|
74
|
-
## 4. Interaction Principles
|
|
75
|
-
|
|
76
|
-
### Controller Interaction
|
|
77
|
-
|
|
78
|
-
| Type | Use |
|
|
79
|
-
|------|-----|
|
|
80
|
-
| **Point + click** | UI, distant objects |
|
|
81
|
-
| **Grab** | Manipulation |
|
|
82
|
-
| **Gesture** | Magic, special actions |
|
|
83
|
-
| **Physical** | Throwing, swinging |
|
|
84
|
-
|
|
85
|
-
### Hand Tracking
|
|
86
|
-
|
|
87
|
-
- More immersive but less precise
|
|
88
|
-
- Good for: social, casual
|
|
89
|
-
- Challenging for: action, precision
|
|
90
|
-
|
|
91
|
-
---
|
|
92
|
-
|
|
93
|
-
## 5. Spatial Design
|
|
94
|
-
|
|
95
|
-
### World Scale
|
|
96
|
-
|
|
97
|
-
- 1 unit = 1 meter (critical)
|
|
98
|
-
- Objects must feel right size
|
|
99
|
-
- Test with real measurements
|
|
100
|
-
|
|
101
|
-
### Depth Cues
|
|
102
|
-
|
|
103
|
-
| Cue | Importance |
|
|
104
|
-
|-----|------------|
|
|
105
|
-
| Stereo | Primary depth |
|
|
106
|
-
| Motion parallax | Secondary |
|
|
107
|
-
| Shadows | Grounding |
|
|
108
|
-
| Occlusion | Layering |
|
|
109
|
-
|
|
110
|
-
---
|
|
111
|
-
|
|
112
|
-
## 6. Anti-Patterns
|
|
113
|
-
|
|
114
|
-
| ❌ Don't | ✅ Do |
|
|
115
|
-
|----------|-------|
|
|
116
|
-
| Move camera without player | Player controls camera |
|
|
117
|
-
| Drop below 90 FPS | Maintain frame rate |
|
|
118
|
-
| Use tiny UI text | Large, readable text |
|
|
119
|
-
| Ignore arm length | Scale to player reach |
|
|
120
|
-
|
|
121
|
-
---
|
|
122
|
-
|
|
123
|
-
> **Remember:** Comfort is not optional. Sick players don't play.
|