tribunal-kit 4.5.0 → 4.6.0
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/.shared/ui-ux-pro-max/README.md +4 -4
- package/.agent/ARCHITECTURE.md +279 -277
- package/.agent/GEMINI.md +127 -121
- package/.agent/agents/accessibility-reviewer.md +187 -187
- package/.agent/agents/ai-code-reviewer.md +199 -199
- package/.agent/agents/api-architect.md +71 -66
- package/.agent/agents/backend-specialist.md +219 -215
- package/.agent/agents/cloud-engineer.md +98 -0
- package/.agent/agents/code-archaeologist.md +168 -161
- package/.agent/agents/database-architect.md +184 -184
- package/.agent/agents/db-latency-auditor.md +213 -216
- package/.agent/agents/debugger.md +198 -191
- package/.agent/agents/dependency-reviewer.md +106 -103
- package/.agent/agents/devops-engineer.md +218 -218
- package/.agent/agents/documentation-writer.md +209 -201
- package/.agent/agents/explorer-agent.md +167 -160
- package/.agent/agents/frontend-reviewer.md +162 -160
- package/.agent/agents/frontend-specialist.md +257 -248
- package/.agent/agents/game-developer.md +48 -48
- package/.agent/agents/logic-reviewer.md +118 -116
- package/.agent/agents/mobile-developer.md +197 -200
- package/.agent/agents/mobile-reviewer.md +159 -162
- package/.agent/agents/orchestrator.md +187 -181
- package/.agent/agents/penetration-tester.md +160 -157
- package/.agent/agents/performance-optimizer.md +183 -183
- package/.agent/agents/performance-reviewer.md +178 -178
- package/.agent/agents/precedence-reviewer.md +251 -250
- package/.agent/agents/product-manager.md +149 -142
- package/.agent/agents/product-owner.md +81 -80
- package/.agent/agents/project-planner.md +152 -142
- package/.agent/agents/qa-automation-engineer.md +216 -225
- package/.agent/agents/resilience-reviewer.md +88 -88
- package/.agent/agents/schema-reviewer.md +67 -67
- package/.agent/agents/security-auditor.md +180 -174
- package/.agent/agents/seo-specialist.md +188 -193
- package/.agent/agents/sql-reviewer.md +159 -161
- package/.agent/agents/supervisor-agent.md +173 -184
- package/.agent/agents/swarm-worker-contracts.md +170 -166
- package/.agent/agents/swarm-worker-registry.md +92 -92
- package/.agent/agents/system-architect.md +85 -0
- package/.agent/agents/test-coverage-reviewer.md +158 -160
- package/.agent/agents/test-engineer.md +118 -118
- package/.agent/agents/throughput-optimizer.md +291 -299
- package/.agent/agents/type-safety-reviewer.md +182 -175
- package/.agent/agents/ui-ux-auditor.md +300 -292
- package/.agent/agents/vitals-reviewer.md +223 -223
- package/.agent/mcp_config.json +37 -40
- package/.agent/patterns/generator.md +11 -9
- package/.agent/patterns/inversion.md +14 -12
- package/.agent/patterns/pipeline.md +11 -9
- package/.agent/patterns/reviewer.md +15 -13
- package/.agent/patterns/tool-wrapper.md +11 -9
- package/.agent/routing_index.json +654 -0
- package/.agent/rules/GEMINI.md +358 -352
- package/.agent/scripts/compile_router.py +112 -0
- package/.agent/scripts/migrate_skills_frontmatter.py +64 -0
- package/.agent/scripts/strengthen_skills.js +1 -1
- package/.agent/skills/advanced-rag-pipelines/SKILL.md +56 -0
- package/.agent/skills/agent-organizer/SKILL.md +156 -150
- package/.agent/skills/agentic-patterns/SKILL.md +313 -315
- package/.agent/skills/ai-prompt-injection-defense/SKILL.md +190 -184
- package/.agent/skills/api-patterns/SKILL.md +253 -247
- package/.agent/skills/api-security-auditor/SKILL.md +195 -193
- package/.agent/skills/app-builder/SKILL.md +573 -572
- package/.agent/skills/app-builder/templates/SKILL.md +108 -115
- package/.agent/skills/app-builder/templates/astro-static/TEMPLATE.md +76 -76
- package/.agent/skills/app-builder/templates/chrome-extension/TEMPLATE.md +92 -92
- package/.agent/skills/app-builder/templates/cli-tool/TEMPLATE.md +88 -88
- package/.agent/skills/app-builder/templates/electron-desktop/TEMPLATE.md +88 -88
- package/.agent/skills/app-builder/templates/express-api/TEMPLATE.md +83 -83
- package/.agent/skills/app-builder/templates/flutter-app/TEMPLATE.md +90 -90
- package/.agent/skills/app-builder/templates/monorepo-turborepo/TEMPLATE.md +90 -90
- package/.agent/skills/app-builder/templates/nextjs-fullstack/TEMPLATE.md +126 -122
- package/.agent/skills/app-builder/templates/nextjs-saas/TEMPLATE.md +127 -122
- package/.agent/skills/app-builder/templates/nextjs-static/TEMPLATE.md +172 -169
- package/.agent/skills/app-builder/templates/nuxt-app/TEMPLATE.md +139 -134
- package/.agent/skills/app-builder/templates/python-fastapi/TEMPLATE.md +83 -83
- package/.agent/skills/app-builder/templates/react-native-app/TEMPLATE.md +122 -119
- package/.agent/skills/appflow-wireframe/SKILL.md +146 -145
- package/.agent/skills/architecture/SKILL.md +226 -219
- package/.agent/skills/authentication-best-practices/SKILL.md +197 -189
- package/.agent/skills/backend-security-expert/SKILL.md +16 -2
- package/.agent/skills/bash-linux/SKILL.md +179 -179
- package/.agent/skills/behavioral-modes/SKILL.md +239 -223
- package/.agent/skills/brainstorming/SKILL.md +498 -486
- package/.agent/skills/browser-native-ai/SKILL.md +57 -4
- package/.agent/skills/building-native-ui/SKILL.md +202 -202
- package/.agent/skills/cicd-pro/SKILL.md +442 -0
- package/.agent/skills/clean-code/SKILL.md +400 -381
- package/.agent/skills/cloud-architect/SKILL.md +439 -0
- package/.agent/skills/code-review-checklist/SKILL.md +203 -194
- package/.agent/skills/config-validator/SKILL.md +165 -165
- package/.agent/skills/containerization-pro/SKILL.md +452 -0
- package/.agent/skills/csharp-developer/SKILL.md +518 -518
- package/.agent/skills/data-validation-schemas/SKILL.md +333 -328
- package/.agent/skills/database-design/SKILL.md +247 -240
- package/.agent/skills/deployment-procedures/SKILL.md +172 -169
- package/.agent/skills/devops-engineer/SKILL.md +345 -345
- package/.agent/skills/devops-incident-responder/SKILL.md +143 -137
- package/.agent/skills/doc.md +209 -177
- package/.agent/skills/documentation-templates/SKILL.md +291 -279
- package/.agent/skills/edge-computing/SKILL.md +183 -181
- package/.agent/skills/error-resilience/SKILL.md +411 -428
- package/.agent/skills/extract-design-system/SKILL.md +160 -158
- package/.agent/skills/framer-motion-expert/SKILL.md +253 -244
- package/.agent/skills/frontend-design/SKILL.md +208 -201
- package/.agent/skills/frontend-security-expert/SKILL.md +16 -3
- package/.agent/skills/game-design-expert/SKILL.md +132 -129
- package/.agent/skills/game-engineering-expert/SKILL.md +148 -146
- package/.agent/skills/generative-ui-expert/SKILL.md +57 -1
- package/.agent/skills/geo-fundamentals/SKILL.md +148 -147
- package/.agent/skills/git-pro/SKILL.md +435 -0
- package/.agent/skills/github-operations/SKILL.md +335 -329
- package/.agent/skills/gsap-core/SKILL.md +319 -308
- package/.agent/skills/gsap-frameworks/SKILL.md +213 -207
- package/.agent/skills/gsap-performance/SKILL.md +139 -133
- package/.agent/skills/gsap-plugins/SKILL.md +486 -480
- package/.agent/skills/gsap-react/SKILL.md +202 -189
- package/.agent/skills/gsap-scrolltrigger/SKILL.md +357 -350
- package/.agent/skills/gsap-timeline/SKILL.md +165 -161
- package/.agent/skills/gsap-utils/SKILL.md +344 -338
- package/.agent/skills/harness-protocol/SKILL.md +48 -0
- package/.agent/skills/i18n-localization/SKILL.md +174 -163
- package/.agent/skills/intelligent-routing/SKILL.md +202 -246
- package/.agent/skills/knowledge-graph/SKILL.md +60 -52
- package/.agent/skills/lint-and-validate/SKILL.md +261 -261
- package/.agent/skills/llm-engineering/SKILL.md +400 -394
- package/.agent/skills/local-first/SKILL.md +178 -178
- package/.agent/skills/mcp-builder/SKILL.md +143 -142
- package/.agent/skills/mobile-design/SKILL.md +272 -263
- package/.agent/skills/monorepo-management/SKILL.md +335 -334
- package/.agent/skills/motion-engineering/SKILL.md +266 -234
- package/.agent/skills/nextjs-react-expert/SKILL.md +236 -234
- package/.agent/skills/nodejs-best-practices/SKILL.md +547 -548
- package/.agent/skills/observability/SKILL.md +343 -343
- package/.agent/skills/parallel-agents/SKILL.md +143 -146
- package/.agent/skills/performance-profiling/SKILL.md +259 -267
- package/.agent/skills/plan-writing/SKILL.md +150 -142
- package/.agent/skills/platform-engineer/SKILL.md +148 -147
- package/.agent/skills/playwright-best-practices/SKILL.md +188 -187
- package/.agent/skills/powershell-windows/SKILL.md +162 -162
- package/.agent/skills/project-idioms/SKILL.md +137 -137
- package/.agent/skills/python-patterns/SKILL.md +260 -259
- package/.agent/skills/python-pro/SKILL.md +324 -323
- package/.agent/skills/react-specialist/SKILL.md +305 -277
- package/.agent/skills/readme-builder/SKILL.md +310 -300
- package/.agent/skills/realtime-patterns/SKILL.md +323 -319
- package/.agent/skills/red-team-tactics/SKILL.md +231 -218
- package/.agent/skills/rust-pro/SKILL.md +671 -673
- package/.agent/skills/seo-fundamentals/SKILL.md +179 -179
- package/.agent/skills/server-management/SKILL.md +218 -214
- package/.agent/skills/shadcn-ui-expert/SKILL.md +231 -231
- package/.agent/skills/skill-creator/SKILL.md +87 -86
- package/.agent/skills/sql-pro/SKILL.md +629 -629
- package/.agent/skills/supabase-postgres-best-practices/SKILL.md +97 -97
- package/.agent/skills/swiftui-expert/SKILL.md +204 -201
- package/.agent/skills/system-design-pro/SKILL.md +345 -0
- package/.agent/skills/systematic-debugging/SKILL.md +153 -142
- package/.agent/skills/tailwind-patterns/SKILL.md +610 -566
- package/.agent/skills/tdd-workflow/SKILL.md +169 -161
- package/.agent/skills/test-result-analyzer/SKILL.md +313 -309
- package/.agent/skills/testing-patterns/SKILL.md +566 -579
- package/.agent/skills/trend-researcher/SKILL.md +243 -237
- package/.agent/skills/typescript-advanced/SKILL.md +336 -335
- package/.agent/skills/ui-ux-pro-max/SKILL.md +590 -562
- package/.agent/skills/ui-ux-researcher/SKILL.md +244 -244
- package/.agent/skills/vue-expert/SKILL.md +294 -275
- package/.agent/skills/vulnerability-scanner/SKILL.md +416 -404
- package/.agent/skills/web-accessibility-auditor/SKILL.md +219 -218
- package/.agent/skills/web-design-guidelines/SKILL.md +192 -186
- package/.agent/skills/webapp-testing/SKILL.md +167 -169
- package/.agent/skills/webgpu-performance/SKILL.md +56 -2
- package/.agent/skills/whimsy-injector/SKILL.md +346 -325
- package/.agent/skills/workflow-optimizer/SKILL.md +231 -229
- package/.agent/workflows/acf.md +141 -0
- package/.agent/workflows/api-tester.md +176 -151
- package/.agent/workflows/audit.md +150 -127
- package/.agent/workflows/brainstorm.md +134 -110
- package/.agent/workflows/changelog.md +140 -112
- package/.agent/workflows/create.md +168 -124
- package/.agent/workflows/debug.md +190 -165
- package/.agent/workflows/deploy.md +201 -180
- package/.agent/workflows/enhance.md +154 -128
- package/.agent/workflows/fix.md +136 -114
- package/.agent/workflows/generate.md +198 -183
- package/.agent/workflows/marathon.md +37 -11
- package/.agent/workflows/migrate.md +184 -160
- package/.agent/workflows/orchestrate.md +192 -168
- package/.agent/workflows/performance-benchmarker.md +135 -114
- package/.agent/workflows/plan.md +196 -173
- package/.agent/workflows/preview.md +103 -80
- package/.agent/workflows/refactor.md +192 -161
- package/.agent/workflows/review-ai.md +125 -101
- package/.agent/workflows/review.md +141 -116
- package/.agent/workflows/session.md +122 -94
- package/.agent/workflows/status.md +101 -79
- package/.agent/workflows/strengthen-skills.md +164 -138
- package/.agent/workflows/super-prompt.md +24 -0
- package/.agent/workflows/swarm.md +193 -179
- package/.agent/workflows/test.md +211 -189
- package/.agent/workflows/tribunal-backend.md +136 -105
- package/.agent/workflows/tribunal-database.md +122 -95
- package/.agent/workflows/tribunal-frontend.md +221 -96
- package/.agent/workflows/tribunal-full.md +129 -100
- package/.agent/workflows/tribunal-mobile.md +122 -95
- package/.agent/workflows/tribunal-performance.md +136 -110
- package/.agent/workflows/tribunal-speed.md +209 -183
- package/.agent/workflows/ui-ux-pro-max.md +145 -122
- package/README.md +107 -55
- package/bin/mcp-server.js +159 -0
- package/bin/tribunal-kit.js +105 -29
- package/bin/wrapper.js +16 -7
- package/mcp_config.json +9 -0
- package/package.json +94 -86
- package/scripts/changelog.js +4 -3
- package/scripts/validate-payload.js +6 -1
- package/scripts/postinstall.js +0 -127
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name: game-design-expert
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description: Game Design, UX, and Flow State mastery. Replaces fragmented legacy skills. Core gameplay loop design, 3Cs (Character, Camera, Controls), input buffering, coyote time, juice (game feel), telemetry tracking, narrative alignment, and audio spatialization integration. Use when crafting player experience, progression arcs, or systemic balance.
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allowed-tools: Read, Write, Edit, Glob, Grep
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version: 2.0.0
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last-updated: 2026-04-02
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applies-to-model: gemini-2.5-pro, claude-3-7-sonnet
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If a player
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"Juice" is the non-functional audiovisual feedback that makes an interaction feel heavy and satisfying.
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1. **Screen Shake:** A minor, mathematically decaying camera displacement when heavy impacts occur. (Needs toggles for accessibility).
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2. **Hitstop (Sleep Frames):** When a sword hits an enemy, freeze the entire game engine for exactly 3 frames (50ms). This creates an immense perceptual illusion of resistance and friction.
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3. **Squash and Stretch:** A character jumping should stretch vertically. A character landing should squash horizontally. It breaks rigidity and infuses life.
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## 4. Narrative & Audio Synergies
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Game design is not segregated from Audio. Audio is the primary vector for temporal feedback.
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1. **Spatialization (HRTF):** Sound objects emit audio localized strictly to 3D space, heavily attenuated by environmental occlusions (muffled behind walls).
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2. **Telegraphing State:** If an enemy swings a heavy axe, it MUST have a 300ms audio "wind-up" queue. The player relies on audio rhythm far faster than visual recognition to dodge.
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3. **Dynamic Mixing (Ducking):** Essential dialogue or UI pings must automatically compress (lower the volume of) ambient music underneath to prevent cognitive overload.
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## 5. Telemetry & Analytics Deficiencies
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Design is hypotheses. Playtests are the reality.
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Never rely on developers "feeling" the game. You must systematically log death coordinates (heatmaps). If 80% of players die at Level 2 Trap B, your design intent (teaching the mechanic) has failed.
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AI coding assistants often fall into specific bad habits when dealing with this domain. These are strictly forbidden:
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1. **Over-engineering:** Proposing complex abstractions or distributed systems when a simpler approach suffices.
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3. **Skipping Edge Cases:** Writing the "happy path" and ignoring error handling, timeouts, or data validation.
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**Slash command: `/review` or `/tribunal-full`**
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**Active reviewers: `logic-reviewer` · `security-auditor`**
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### ❌ Forbidden AI Tropes
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1. **Blind Assumptions:** Never make an assumption without documenting it clearly with `// VERIFY: [reason]`.
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Review these questions before confirming output:
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```
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✅ Did I rely ONLY on real, verified tools and methods?
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✅ Is this solution appropriately scoped to the user's constraints?
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✅ Did I handle potential failure modes and edge cases?
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```
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### 🛑 Verification-Before-Completion (VBC) Protocol
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**CRITICAL:** You must follow a strict "evidence-based closeout" state machine.
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- ❌ **Forbidden:** Declaring a task complete because the output "looks correct."
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- ✅ **Required:** You are explicitly forbidden from finalizing any task without providing **concrete evidence** (terminal output, passing tests, compile success, or equivalent proof) that your output works as intended.
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## Pre-Flight Checklist
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- [ ] Have I reviewed the user's specific constraints and requests?
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- [ ] Have I checked the environment for relevant existing implementations?
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## VBC Protocol (Verification-Before-Completion)
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You MUST verify existing code signatures and variables before attempting to modify or call them. No hallucination is permitted.
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---
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name: game-design-expert
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description: Game Design, UX, and Flow State mastery. Replaces fragmented legacy skills. Core gameplay loop design, 3Cs (Character, Camera, Controls), input buffering, coyote time, juice (game feel), telemetry tracking, narrative alignment, and audio spatialization integration. Use when crafting player experience, progression arcs, or systemic balance.
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allowed-tools: Read, Write, Edit, Glob, Grep
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version: 2.0.0
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last-updated: 2026-04-02
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applies-to-model: gemini-2.5-pro, claude-3-7-sonnet
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routing:
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domain: general
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tier: basic
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11
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---
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12
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+
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13
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+
## Hallucination Traps (Read First)
|
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14
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+
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|
15
|
+
- ❌ Designing reward systems without testing for compulsion loops -> ✅ Playtesting must verify engagement without addiction patterns
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+
- ❌ Assuming all players have the same skill level -> ✅ Design difficulty curves that adapt or offer accessibility options
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- ❌ Adding mechanics without testing the core loop first -> ✅ Core loop must be fun in isolation before adding complexity
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+
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---
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# Game Design Expert — Player Experience & Flow Mastery
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---
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+
## 1. The 3Cs (Character, Camera, Controls)
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+
Before designing enemies, levels, or UI, the foundation of the player's interaction MUST feel flawless. If the player cannot intrinsically trust the controls, the entire system collapses.
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+
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### Input Buffering
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Humans cannot click buttons flawlessly on the exact required frame.
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If a player presses "Jump" 3 frames _before_ they hit the ground, a naïve engine ignores it. A designed engine _buffers_ the input in memory for 150ms and instantly executes the jump the millisecond the character's feet touch the dirt.
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+
|
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34
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+
### Coyote Time
|
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+
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+
Named after Wile E. Coyote hovering off a cliff.
|
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If a player runs off a ledge, a rigid physics engine drops them instantly.
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A forgiving design allows the player to still press 'Jump' for exactly ~100ms _after_ walking off the ledge. It prevents extreme frustration on close platforming jumps.
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---
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## 2. The Core Gameplay Loop
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Every action a player takes must feed into a reinforcing psychological loop.
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**The Macro Loop (e.g., Destiny, Monster Hunter)**
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1. **Action:** Fight complex monsters.
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2. **Reward:** Collect physical parts and resources.
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3. **Pacing:** Return to base.
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4. **Upgrade:** Convert parts into stronger weapons.
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5. **Goal:** Fight stronger, unkillable monsters (Back to Step 1).
|
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_If step 4 (Upgrading) does not heavily alter step 1 (Fights are now faster, visually different, mechanically superior), the loop is broken and players churn._
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---
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## 3. "Juice" and Game Feel
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"Juice" is the non-functional audiovisual feedback that makes an interaction feel heavy and satisfying.
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1. **Screen Shake:** A minor, mathematically decaying camera displacement when heavy impacts occur. (Needs toggles for accessibility).
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2. **Hitstop (Sleep Frames):** When a sword hits an enemy, freeze the entire game engine for exactly 3 frames (50ms). This creates an immense perceptual illusion of resistance and friction.
|
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3. **Squash and Stretch:** A character jumping should stretch vertically. A character landing should squash horizontally. It breaks rigidity and infuses life.
|
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4. **Particle Explosions:** Simple box collisions must be masked by explosive localized particle systems (dust kicks, sparks).
|
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---
|
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## 4. Narrative & Audio Synergies
|
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Game design is not segregated from Audio. Audio is the primary vector for temporal feedback.
|
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|
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|
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1. **Spatialization (HRTF):** Sound objects emit audio localized strictly to 3D space, heavily attenuated by environmental occlusions (muffled behind walls).
|
|
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2. **Telegraphing State:** If an enemy swings a heavy axe, it MUST have a 300ms audio "wind-up" queue. The player relies on audio rhythm far faster than visual recognition to dodge.
|
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|
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3. **Dynamic Mixing (Ducking):** Essential dialogue or UI pings must automatically compress (lower the volume of) ambient music underneath to prevent cognitive overload.
|
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|
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---
|
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|
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## 5. Telemetry & Analytics Deficiencies
|
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|
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Design is hypotheses. Playtests are the reality.
|
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|
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Never rely on developers "feeling" the game. You must systematically log death coordinates (heatmaps). If 80% of players die at Level 2 Trap B, your design intent (teaching the mechanic) has failed.
|
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|
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+
---
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|
+
|
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---
|
|
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+
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|
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AI coding assistants often fall into specific bad habits when dealing with this domain. These are strictly forbidden:
|
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1. **Over-engineering:** Proposing complex abstractions or distributed systems when a simpler approach suffices.
|
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2. **Hallucinated Libraries/Methods:** Using non-existent methods or packages. Always `// VERIFY` or check `package.json` / `requirements.txt`.
|
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3. **Skipping Edge Cases:** Writing the "happy path" and ignoring error handling, timeouts, or data validation.
|
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|
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4. **Context Amnesia:** Forgetting the user's constraints and offering generic advice instead of tailored solutions.
|
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|
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5. **Silent Degradation:** Catching and suppressing errors without logging or re-raising.
|
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|
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---
|
|
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|
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|
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**Slash command: `/review` or `/tribunal-full`**
|
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|
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**Active reviewers: `logic-reviewer` · `security-auditor`**
|
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|
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|
|
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|
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### ❌ Forbidden AI Tropes
|
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|
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|
|
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|
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1. **Blind Assumptions:** Never make an assumption without documenting it clearly with `// VERIFY: [reason]`.
|
|
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|
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2. **Silent Degradation:** Catching and suppressing errors without logging or handling.
|
|
106
|
+
3. **Context Amnesia:** Forgetting the user's constraints and offering generic advice instead of tailored solutions.
|
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|
+
|
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|
+
Review these questions before confirming output:
|
|
109
|
+
|
|
110
|
+
```
|
|
111
|
+
✅ Did I rely ONLY on real, verified tools and methods?
|
|
112
|
+
✅ Is this solution appropriately scoped to the user's constraints?
|
|
113
|
+
✅ Did I handle potential failure modes and edge cases?
|
|
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|
+
✅ Have I avoided generic boilerplate that doesn't add value?
|
|
115
|
+
```
|
|
116
|
+
|
|
117
|
+
### 🛑 Verification-Before-Completion (VBC) Protocol
|
|
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+
|
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|
+
**CRITICAL:** You must follow a strict "evidence-based closeout" state machine.
|
|
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+
|
|
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|
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- ❌ **Forbidden:** Declaring a task complete because the output "looks correct."
|
|
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|
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- ✅ **Required:** You are explicitly forbidden from finalizing any task without providing **concrete evidence** (terminal output, passing tests, compile success, or equivalent proof) that your output works as intended.
|
|
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|
+
|
|
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|
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## Pre-Flight Checklist
|
|
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|
|
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- [ ] Have I reviewed the user's specific constraints and requests?
|
|
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|
+
- [ ] Have I checked the environment for relevant existing implementations?
|
|
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|
|
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|
+
## VBC Protocol (Verification-Before-Completion)
|
|
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|
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|
|
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|
+
You MUST verify existing code signatures and variables before attempting to modify or call them. No hallucination is permitted.
|
|
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132
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|
|
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|
---
|
|
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134
|
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@@ -157,6 +158,7 @@ AI coding assistants often fall into specific bad habits when dealing with this
|
|
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158
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### ✅ Pre-Flight Self-Audit
|
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|
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|
Review these questions before confirming output:
|
|
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+
|
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|
```
|
|
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163
|
✅ Did I rely ONLY on real, verified tools and methods?
|
|
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164
|
✅ Is this solution appropriately scoped to the user's constraints?
|
|
@@ -167,5 +169,6 @@ Review these questions before confirming output:
|
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### 🛑 Verification-Before-Completion (VBC) Protocol
|
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**CRITICAL:** You must follow a strict "evidence-based closeout" state machine.
|
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+
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- ❌ **Forbidden:** Declaring a task complete because the output "looks correct."
|
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|
- ✅ **Required:** You are explicitly forbidden from finalizing any task without providing **concrete evidence** (terminal output, passing tests, compile success, or equivalent proof) that your output works as intended.
|
|
@@ -1,150 +1,150 @@
|
|
|
1
|
-
---
|
|
2
|
-
name: game-engineering-expert
|
|
3
|
-
description: Game Engineering and Systems Architecture mastery. Replaces fragmented legacy skills. Entity Component Systems (ECS), Unity (C#) / Godot (GDScript) integration, physics calculations, deterministic engine state, WebGL memory management, multiplayer sync architectures (deterministic lockstep vs traditional authoritative), spatial partitioning, and rendering pipelines.
|
|
4
|
-
allowed-tools: Read, Write, Edit, Glob, Grep
|
|
5
|
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version: 2.0.0
|
|
6
|
-
last-updated: 2026-04-02
|
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7
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applies-to-model: gemini-2.5-pro, claude-3-7-sonnet
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Instantiate(bulletPrefab, gun.position, gun.rotation); // Kills the CPU
|
|
54
|
-
}
|
|
55
|
-
|
|
56
|
-
// ✅ EFFICIENT: Object Pooling
|
|
57
|
-
// Pre-allocate 100 bullets during the Loading Screen.
|
|
58
|
-
// Then simply toggle their active state natively.
|
|
59
|
-
void Fire() {
|
|
60
|
-
Bullet b = bulletPool.GetDisabledBullet();
|
|
61
|
-
b.transform.position = gun.position;
|
|
62
|
-
b.gameObject.SetActive(true);
|
|
63
|
-
}
|
|
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|
-
```
|
|
65
|
-
|
|
66
|
-
---
|
|
67
|
-
|
|
68
|
-
## 3. Entity Component Systems (ECS)
|
|
69
|
-
|
|
70
|
-
Traditional Object-Oriented Programming (OOP) inheritance hierarchies break down in game engines.
|
|
71
|
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(e.g., `Enemy` inherits from `Character` which inherits from `Renderable`). What happens when you want a `Renderable` that isn't a `Character` but acts like an `Enemy` (like a deadly spike trap)?
|
|
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|
-
|
|
73
|
-
**Use ECS.**
|
|
74
|
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1. **Entities:** Just a meaningless ID (e.g., `Entity 304`).
|
|
75
|
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2. **Components:** Pure localized data structs attached to an ID (e.g., `Position {x: 5, y: 10}`, `Health {hp: 100}`).
|
|
76
|
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3. **Systems:** Logic that maps continuously over structs (e.g., `MovementSystem` iterates over ALL Entities that specifically have both a `Position` AND `Velocity` component).
|
|
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|
-
|
|
78
|
-
---
|
|
79
|
-
|
|
80
|
-
## 4. Multiplayer Architectures
|
|
81
|
-
|
|
82
|
-
Never trust the client. A multiplayer architecture dictates latency fundamentally.
|
|
83
|
-
|
|
84
|
-
1. **Deterministic Lockstep (RTS / Fighting Games):**
|
|
85
|
-
- Transmits absolute ZERO game state (coordinates).
|
|
86
|
-
- Only transmits *inputs* (Player A clicked Coordinate X).
|
|
87
|
-
- Both machines run the identical physics frame simultaneously.
|
|
88
|
-
- Extremely bandwidth efficient, but requires identical CPU math output (impossible in JS floating point Math).
|
|
89
|
-
|
|
90
|
-
2. **Server Authoritative with Client Prediction (Modern FPS/Action):**
|
|
91
|
-
- The Server runs the "Real" game.
|
|
92
|
-
- The Client tells the server "I fired."
|
|
93
|
-
- Because Ping takes 50ms, the Client *predicts* the shot landing locally (optimistic UI) so the player doesn't feel lag.
|
|
94
|
-
- If the server eventually disagrees, the Client aggressively rewinds and snaps the state to match the Server reality (Rubber-banding).
|
|
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|
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|
|
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|
-
---
|
|
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|
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|
|
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|
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|
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---
|
|
100
|
-
|
|
101
|
-
|
|
102
|
-
|
|
103
|
-
AI coding assistants often fall into specific bad habits when dealing with this domain. These are strictly forbidden:
|
|
104
|
-
|
|
105
|
-
1. **Over-engineering:** Proposing complex abstractions or distributed systems when a simpler approach suffices.
|
|
106
|
-
2. **Hallucinated Libraries/Methods:** Using non-existent methods or packages. Always `// VERIFY` or check `package.json` / `requirements.txt`.
|
|
107
|
-
3. **Skipping Edge Cases:** Writing the "happy path" and ignoring error handling, timeouts, or data validation.
|
|
108
|
-
4. **Context Amnesia:** Forgetting the user's constraints and offering generic advice instead of tailored solutions.
|
|
109
|
-
5. **Silent Degradation:** Catching and suppressing errors without logging or re-raising.
|
|
110
|
-
|
|
111
|
-
---
|
|
112
|
-
|
|
113
|
-
|
|
114
|
-
|
|
115
|
-
**Slash command: `/review` or `/tribunal-full`**
|
|
116
|
-
**Active reviewers: `logic-reviewer` · `security-auditor`**
|
|
117
|
-
|
|
118
|
-
### ❌ Forbidden AI Tropes
|
|
119
|
-
|
|
120
|
-
1. **Blind Assumptions:** Never make an assumption without documenting it clearly with `// VERIFY: [reason]`.
|
|
121
|
-
2. **Silent Degradation:** Catching and suppressing errors without logging or handling.
|
|
122
|
-
3. **Context Amnesia:** Forgetting the user's constraints and offering generic advice instead of tailored solutions.
|
|
123
|
-
|
|
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|
-
|
|
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|
-
|
|
126
|
-
Review these questions before confirming output:
|
|
127
|
-
```
|
|
128
|
-
✅ Did I rely ONLY on real, verified tools and methods?
|
|
129
|
-
✅ Is this solution appropriately scoped to the user's constraints?
|
|
130
|
-
✅ Did I handle potential failure modes and edge cases?
|
|
131
|
-
✅ Have I avoided generic boilerplate that doesn't add value?
|
|
132
|
-
```
|
|
133
|
-
|
|
134
|
-
### 🛑 Verification-Before-Completion (VBC) Protocol
|
|
135
|
-
|
|
136
|
-
**CRITICAL:** You must follow a strict "evidence-based closeout" state machine.
|
|
137
|
-
- ❌ **Forbidden:** Declaring a task complete because the output "looks correct."
|
|
138
|
-
- ✅ **Required:** You are explicitly forbidden from finalizing any task without providing **concrete evidence** (terminal output, passing tests, compile success, or equivalent proof) that your output works as intended.
|
|
139
|
-
|
|
140
|
-
|
|
141
|
-
## Pre-Flight Checklist
|
|
142
|
-
- [ ] Have I reviewed the user's specific constraints and requests?
|
|
143
|
-
- [ ] Have I checked the environment for relevant existing implementations?
|
|
144
|
-
|
|
145
|
-
## VBC Protocol (Verification-Before-Completion)
|
|
146
|
-
You MUST verify existing code signatures and variables before attempting to modify or call them. No hallucination is permitted.
|
|
1
|
+
---
|
|
2
|
+
name: game-engineering-expert
|
|
3
|
+
description: Game Engineering and Systems Architecture mastery. Replaces fragmented legacy skills. Entity Component Systems (ECS), Unity (C#) / Godot (GDScript) integration, physics calculations, deterministic engine state, WebGL memory management, multiplayer sync architectures (deterministic lockstep vs traditional authoritative), spatial partitioning, and rendering pipelines.
|
|
4
|
+
allowed-tools: Read, Write, Edit, Glob, Grep
|
|
5
|
+
version: 2.0.0
|
|
6
|
+
last-updated: 2026-04-02
|
|
7
|
+
applies-to-model: gemini-2.5-pro, claude-3-7-sonnet
|
|
8
|
+
routing:
|
|
9
|
+
domain: general
|
|
10
|
+
tier: basic
|
|
11
|
+
---
|
|
12
|
+
|
|
13
|
+
## Hallucination Traps (Read First)
|
|
14
|
+
|
|
15
|
+
- ❌ Using deltaTime without clamping -> ✅ Unclamped deltaTime causes physics explosions on frame spikes; clamp to max 0.05s
|
|
16
|
+
- ❌ Allocating memory in the game loop (new objects, arrays) -> ✅ Pre-allocate and pool objects to avoid GC pauses during gameplay
|
|
17
|
+
- ❌ Using floating-point equality checks for game state -> ✅ Use epsilon comparisons or integer-based fixed-point for deterministic logic
|
|
18
|
+
|
|
19
|
+
---
|
|
20
|
+
|
|
21
|
+
# Game Engineering Expert — Performance & State Mastery
|
|
22
|
+
|
|
23
|
+
---
|
|
24
|
+
|
|
25
|
+
## 1. Frame Rate Architecture (The Update Loop)
|
|
26
|
+
|
|
27
|
+
In web development, we await Promises. In game development, we calculate Delta Time continuously.
|
|
28
|
+
|
|
29
|
+
```csharp
|
|
30
|
+
// ❌ BAD: Frame-rate dependent logic
|
|
31
|
+
// If the game runs at 120 FPS, the character moves twice as fast as on 60 FPS
|
|
32
|
+
void Update() {
|
|
33
|
+
transform.position += currentSpeed;
|
|
34
|
+
}
|
|
35
|
+
|
|
36
|
+
// ✅ GOOD: Frame-independent physics (Unity C# Example)
|
|
37
|
+
void Update() {
|
|
38
|
+
// DeltaTime is the time elapsed since the last frame
|
|
39
|
+
transform.position += currentVelocity * Time.deltaTime;
|
|
40
|
+
}
|
|
41
|
+
```
|
|
42
|
+
|
|
43
|
+
### FixedUpdate vs Update (The Physics Boundary)
|
|
44
|
+
|
|
45
|
+
- `Update()` fires as fast as the GPU/CPU can draw. Used for User Input and visual animation interpolations.
|
|
46
|
+
- `FixedUpdate()` fires at absolute strict mathematical intervals (e.g., 50 times a second exactly). ALL Physics interactions (`AddForce()`, collision sweeps) MUST live here to prevent tearing and tunneling.
|
|
47
|
+
|
|
48
|
+
---
|
|
49
|
+
|
|
50
|
+
## 2. Memory Pooling (Garbage Collection Death)
|
|
51
|
+
|
|
52
|
+
In Node.js, V8 cleans up objects eventually. In Game Engines, allocating memory creates "Garbage", which forces the Garbage Collector (GC) to pause the entire game to clean up, causing massive micro-stutters.
|
|
147
53
|
|
|
54
|
+
```csharp
|
|
55
|
+
// ❌ FATAL (in Update loops): Creating new objects 60x a second
|
|
56
|
+
void Update() {
|
|
57
|
+
Instantiate(bulletPrefab, gun.position, gun.rotation); // Kills the CPU
|
|
58
|
+
}
|
|
59
|
+
|
|
60
|
+
// ✅ EFFICIENT: Object Pooling
|
|
61
|
+
// Pre-allocate 100 bullets during the Loading Screen.
|
|
62
|
+
// Then simply toggle their active state natively.
|
|
63
|
+
void Fire() {
|
|
64
|
+
Bullet b = bulletPool.GetDisabledBullet();
|
|
65
|
+
b.transform.position = gun.position;
|
|
66
|
+
b.gameObject.SetActive(true);
|
|
67
|
+
}
|
|
68
|
+
```
|
|
69
|
+
|
|
70
|
+
---
|
|
71
|
+
|
|
72
|
+
## 3. Entity Component Systems (ECS)
|
|
73
|
+
|
|
74
|
+
Traditional Object-Oriented Programming (OOP) inheritance hierarchies break down in game engines.
|
|
75
|
+
(e.g., `Enemy` inherits from `Character` which inherits from `Renderable`). What happens when you want a `Renderable` that isn't a `Character` but acts like an `Enemy` (like a deadly spike trap)?
|
|
76
|
+
|
|
77
|
+
**Use ECS.**
|
|
78
|
+
|
|
79
|
+
1. **Entities:** Just a meaningless ID (e.g., `Entity 304`).
|
|
80
|
+
2. **Components:** Pure localized data structs attached to an ID (e.g., `Position {x: 5, y: 10}`, `Health {hp: 100}`).
|
|
81
|
+
3. **Systems:** Logic that maps continuously over structs (e.g., `MovementSystem` iterates over ALL Entities that specifically have both a `Position` AND `Velocity` component).
|
|
82
|
+
|
|
83
|
+
---
|
|
84
|
+
|
|
85
|
+
## 4. Multiplayer Architectures
|
|
86
|
+
|
|
87
|
+
Never trust the client. A multiplayer architecture dictates latency fundamentally.
|
|
88
|
+
|
|
89
|
+
1. **Deterministic Lockstep (RTS / Fighting Games):**
|
|
90
|
+
- Transmits absolute ZERO game state (coordinates).
|
|
91
|
+
- Only transmits _inputs_ (Player A clicked Coordinate X).
|
|
92
|
+
- Both machines run the identical physics frame simultaneously.
|
|
93
|
+
- Extremely bandwidth efficient, but requires identical CPU math output (impossible in JS floating point Math).
|
|
94
|
+
|
|
95
|
+
2. **Server Authoritative with Client Prediction (Modern FPS/Action):**
|
|
96
|
+
- The Server runs the "Real" game.
|
|
97
|
+
- The Client tells the server "I fired."
|
|
98
|
+
- Because Ping takes 50ms, the Client _predicts_ the shot landing locally (optimistic UI) so the player doesn't feel lag.
|
|
99
|
+
- If the server eventually disagrees, the Client aggressively rewinds and snaps the state to match the Server reality (Rubber-banding).
|
|
100
|
+
|
|
101
|
+
---
|
|
102
|
+
|
|
103
|
+
---
|
|
104
|
+
|
|
105
|
+
AI coding assistants often fall into specific bad habits when dealing with this domain. These are strictly forbidden:
|
|
106
|
+
|
|
107
|
+
1. **Over-engineering:** Proposing complex abstractions or distributed systems when a simpler approach suffices.
|
|
108
|
+
2. **Hallucinated Libraries/Methods:** Using non-existent methods or packages. Always `// VERIFY` or check `package.json` / `requirements.txt`.
|
|
109
|
+
3. **Skipping Edge Cases:** Writing the "happy path" and ignoring error handling, timeouts, or data validation.
|
|
110
|
+
4. **Context Amnesia:** Forgetting the user's constraints and offering generic advice instead of tailored solutions.
|
|
111
|
+
5. **Silent Degradation:** Catching and suppressing errors without logging or re-raising.
|
|
112
|
+
|
|
113
|
+
---
|
|
114
|
+
|
|
115
|
+
**Slash command: `/review` or `/tribunal-full`**
|
|
116
|
+
**Active reviewers: `logic-reviewer` · `security-auditor`**
|
|
117
|
+
|
|
118
|
+
### ❌ Forbidden AI Tropes
|
|
119
|
+
|
|
120
|
+
1. **Blind Assumptions:** Never make an assumption without documenting it clearly with `// VERIFY: [reason]`.
|
|
121
|
+
2. **Silent Degradation:** Catching and suppressing errors without logging or handling.
|
|
122
|
+
3. **Context Amnesia:** Forgetting the user's constraints and offering generic advice instead of tailored solutions.
|
|
123
|
+
|
|
124
|
+
Review these questions before confirming output:
|
|
125
|
+
|
|
126
|
+
```
|
|
127
|
+
✅ Did I rely ONLY on real, verified tools and methods?
|
|
128
|
+
✅ Is this solution appropriately scoped to the user's constraints?
|
|
129
|
+
✅ Did I handle potential failure modes and edge cases?
|
|
130
|
+
✅ Have I avoided generic boilerplate that doesn't add value?
|
|
131
|
+
```
|
|
132
|
+
|
|
133
|
+
### 🛑 Verification-Before-Completion (VBC) Protocol
|
|
134
|
+
|
|
135
|
+
**CRITICAL:** You must follow a strict "evidence-based closeout" state machine.
|
|
136
|
+
|
|
137
|
+
- ❌ **Forbidden:** Declaring a task complete because the output "looks correct."
|
|
138
|
+
- ✅ **Required:** You are explicitly forbidden from finalizing any task without providing **concrete evidence** (terminal output, passing tests, compile success, or equivalent proof) that your output works as intended.
|
|
139
|
+
|
|
140
|
+
## Pre-Flight Checklist
|
|
141
|
+
|
|
142
|
+
- [ ] Have I reviewed the user's specific constraints and requests?
|
|
143
|
+
- [ ] Have I checked the environment for relevant existing implementations?
|
|
144
|
+
|
|
145
|
+
## VBC Protocol (Verification-Before-Completion)
|
|
146
|
+
|
|
147
|
+
You MUST verify existing code signatures and variables before attempting to modify or call them. No hallucination is permitted.
|
|
148
148
|
|
|
149
149
|
---
|
|
150
150
|
|
|
@@ -174,6 +174,7 @@ AI coding assistants often fall into specific bad habits when dealing with this
|
|
|
174
174
|
### ✅ Pre-Flight Self-Audit
|
|
175
175
|
|
|
176
176
|
Review these questions before confirming output:
|
|
177
|
+
|
|
177
178
|
```
|
|
178
179
|
✅ Did I rely ONLY on real, verified tools and methods?
|
|
179
180
|
✅ Is this solution appropriately scoped to the user's constraints?
|
|
@@ -184,5 +185,6 @@ Review these questions before confirming output:
|
|
|
184
185
|
### 🛑 Verification-Before-Completion (VBC) Protocol
|
|
185
186
|
|
|
186
187
|
**CRITICAL:** You must follow a strict "evidence-based closeout" state machine.
|
|
188
|
+
|
|
187
189
|
- ❌ **Forbidden:** Declaring a task complete because the output "looks correct."
|
|
188
190
|
- ✅ **Required:** You are explicitly forbidden from finalizing any task without providing **concrete evidence** (terminal output, passing tests, compile success, or equivalent proof) that your output works as intended.
|