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Axiom Games

  • 585 installs
  • 1.1k repo stars
  • Updated August 3, 2026
  • charleswiltgen/axiom

axiom-games is an agent skill that guides iOS, iPadOS, visionOS, and macOS game development with SpriteKit, SceneKit, and GameplayKit for developers building native Apple platform games.

About

axiom-games is a charleswiltgen/axiom agent skill for building native games on Apple platforms including iOS, iPadOS, visionOS, and macOS. It applies agent-guided patterns across SpriteKit 2D rendering, SceneKit 3D scenes, and GameplayKit systems for entities, AI, and game logic. Developers reach for axiom-games when scaffolding gameplay loops, scene graphs, physics, or cross-device Apple game targets without spelunking scattered framework documentation alone. The skill fits multi-phase game work spanning prototype mechanics through platform-specific polish, and assumes Swift-oriented Apple game frameworks rather than cross-engine exports. Teams building visionOS or multiplatform Mac/iOS titles benefit from consolidated patterns for scene lifecycle, asset pipelines, and gameplay component architecture under the Axiom skill family.

  • SpriteKit and SceneKit patterns
  • GameplayKit systems guidance
  • Platform-specific game input
  • Performance-minded Apple game APIs
  • Agent-ready game architecture tips

Axiom Games by the numbers

  • 585 all-time installs (skills.sh)
  • Ranked #41 of 247 Game Development skills by installs in the Skillselion catalog
  • Data as of Aug 4, 2026 (Skillselion catalog sync)
npx skills add https://github.com/charleswiltgen/axiom --skill axiom-games

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Listed on Skillselion
Installs585
repo stars1.1k
Last updatedAugust 3, 2026
Repositorycharleswiltgen/axiom

How do you build SpriteKit games for Apple platforms?

Building iOS, iPadOS, visionOS, or macOS games with SpriteKit, SceneKit, GameplayKit, and Apple game frameworks using agent-guided patterns.

Who is it for?

Swift game developers building 2D or 3D titles on iOS, iPadOS, visionOS, or macOS with Apple game frameworks.

Skip if: Unity or Unreal cross-platform games, Android-only titles, or server-authoritative multiplayer backend work.

When should I use this skill?

A developer builds or debugs SpriteKit, SceneKit, or GameplayKit code for Apple platform games.

What you get

SpriteKit or SceneKit scene setups, GameplayKit entity systems, and platform-targeted game architecture patterns.

  • game scene architecture
  • GameplayKit entity systems
  • platform-specific game scaffolding

Files

SKILL.mdMarkdownGitHub ↗

Games

You MUST use this skill for ANY game development, SpriteKit, SceneKit, RealityKit, touch controls, game controller, or interactive simulation work.

Quick Reference

Symptom / TaskReference
Building a SpriteKit gameSee skills/spritekit.md
Adding touch controls to a game (TouchController)See skills/game-input.md
Game controller input (GCController, polling vs handlers)See skills/game-input.md
Controller Home button settings, spatial accessories OS27See skills/game-input.md
SpriteKit API lookupSee skills/spritekit-ref.md
Physics contacts not firingSee skills/spritekit-diag.md
Frame rate drops (SpriteKit)See skills/spritekit-diag.md
Touches not registeringSee skills/spritekit-diag.md
Memory spikes in gameplaySee skills/spritekit-diag.md
Coordinate confusionSee skills/spritekit-diag.md
Scene transition crashesSee skills/spritekit-diag.md
Objects tunneling through wallsSee skills/spritekit-diag.md
SpriteKit node/action referenceSee skills/spritekit-ref.md
SceneKit maintenance/migrationSee axiom-graphics (skills/scenekit.md)
SceneKit API / migration mappingSee axiom-graphics (skills/scenekit-ref.md)
RealityKit (3D, ECS, AR)See axiom-graphics (skills/realitykit.md)
RealityKit API referenceSee axiom-graphics (skills/realitykit-ref.md)
RealityKit diagnosticsSee axiom-graphics (skills/realitykit-diag.md)
RealityKit 27 game features (navmesh, LOD, splats)See axiom-graphics (skills/realitykit-ref.md Part 10)
Long-session game performance tracing (metalperftrace)See axiom-graphics (skills/display-performance.md Part 12)
Porting a Mac/Windows game to MetalSee axiom-graphics (skills/metal-migration.md)
In-game content, asset packs, IAPSee axiom-integration (skills/background-assets.md, skills/in-app-purchases.md)

External Routes

These topics are part of the broader games/3D domain but live in separate skill suites:

SceneKit (3D — soft-deprecated iOS 26):

  • Maintenance and migration planning → See axiom-graphics (skills/scenekit.md)
  • API reference and migration mapping → See axiom-graphics (skills/scenekit-ref.md)

RealityKit (3D — modern):

  • ECS architecture, AR, SwiftUI integration → See axiom-graphics (skills/realitykit.md)
  • API reference → See axiom-graphics (skills/realitykit-ref.md)
  • Troubleshooting → See axiom-graphics (skills/realitykit-diag.md)
  • 27-cycle game-engine layer: navigation mesh + pathfinding, behavior trees, animation graphs, LOD, Gaussian splats → See axiom-graphics (skills/realitykit-ref.md Part 10)

Game performance and porting:

  • Long-session game traces, metalperftrace CLI, Game Performance Overview template → See axiom-graphics (skills/display-performance.md Part 12)
  • Metal migration, shader conversion → See axiom-graphics (skills/metal-migration.md)

In-game content and monetization:

  • Apple-Hosted Background Assets, asset packs, Steam depot conversion → See axiom-integration (skills/background-assets.md)
  • In-app purchase, StoreKit views → See axiom-integration (skills/in-app-purchases.md)

Decision Tree

digraph games {
    start [label="Game development" shape=ellipse];
    what [label="Which framework?" shape=diamond];
    sprite_what [label="SpriteKit need?" shape=diamond];

    start -> what;
    what -> sprite_what [label="SpriteKit (2D)"];
    what -> "skills/game-input.md" [label="touch controls / game controllers"];
    what -> "axiom-graphics/scenekit" [label="SceneKit (3D legacy)"];
    what -> "axiom-graphics/realitykit" [label="RealityKit (3D modern)"];
    what -> "axiom-graphics/metal-migration" [label="porting (Metal)"];

    sprite_what -> "skills/spritekit.md" [label="architecture/patterns"];
    sprite_what -> "skills/spritekit-ref.md" [label="API lookup"];
    sprite_what -> "skills/spritekit-diag.md" [label="broken/slow"];
}

1. Building/designing a 2D SpriteKit game? → skills/spritekit.md 2. How to use a specific SpriteKit API? → skills/spritekit-ref.md 3. SpriteKit broken or performing badly? → skills/spritekit-diag.md 4. Adding touch controls, or handling game controller input? → skills/game-input.md 5. Maintaining existing SceneKit code? → See axiom-graphics (skills/scenekit.md) 6. SceneKit API reference or migration mapping? → See axiom-graphics (skills/scenekit-ref.md) 7. Building new 3D game or experience? → See axiom-graphics (skills/realitykit.md) 8. How to use a specific RealityKit API? → See axiom-graphics (skills/realitykit-ref.md) 9. RealityKit entity not visible, gestures broken, performance? → See axiom-graphics (skills/realitykit-diag.md) 10. Migrating SceneKit to RealityKit? → See axiom-graphics (skills/scenekit.md) (migration tree) + See axiom-graphics (skills/scenekit-ref.md) (mapping table) 11. Building AR game? → See axiom-graphics (skills/realitykit.md) 12. Porting a Mac/Windows game to Apple platforms? → See axiom-graphics (skills/metal-migration.md) 13. Unlocking in-game content (asset packs, IAP)? → See axiom-integration (skills/background-assets.md, skills/in-app-purchases.md) 14. Want automated SpriteKit code scan? → spritekit-auditor agent

Automated Scanning

SpriteKit audit → Launch spritekit-auditor agent or /axiom:audit spritekit

Detects anti-patterns AND architectural gaps:

  • Physics bitmask issues (default 0xFFFFFFFF, missing contactTestBitMask, magic numbers)
  • Draw call waste (SKShapeNode in gameplay, missing texture atlases)
  • Node accumulation and runaway spawn-in-update() without cleanup
  • Action memory leaks (strong self, .repeatForever without withKey:)
  • Coordinate confusion (touch.location(in: self.view) instead of in: self)
  • Silent input dead zones (custom touchesBegan without isUserInteractionEnabled)
  • Missing object pooling for hot spawns
  • Missing/ungated debug overlays
  • Leaked scenes (transition without removeAllActions() and child cleanup)
  • Missing time-step clamping → spiral-of-death teleports bodies through walls
  • HUD attached to scene root instead of camera (drifts with scrolling)
  • Fast bodies without usesPreciseCollisionDetection (tunneling)

Scores: PERFORMANT / DEGRADED / UNPLAYABLE

Critical Patterns

SpriteKit (skills/spritekit.md):

  • PhysicsCategory struct with explicit bitmasks (default 0xFFFFFFFF causes phantom collisions)
  • Camera node pattern for viewport + HUD separation
  • SKShapeNode pre-render-to-texture conversion
  • [weak self] in all SKAction.run closures
  • Delta time with spiral-of-death clamping

SpriteKit diagnostics (skills/spritekit-diag.md):

  • 5-step bitmask checklist (2 min vs 30-120 min guessing)
  • Debug overlays as mandatory first diagnostic step
  • Tunneling prevention flowchart
  • Memory growth diagnosis via showsNodeCount trending

Game input (skills/game-input.md):

  • One GCController pipeline — touch controls surface as a GCController, existing logic unchanged
  • TCTouchController.isSupported gate + connect/render/touch-routing setup
  • Half-screen collider shapes for movement and camera (never small circles)
  • Safe-area-adjusted anchor offsets for fullscreen games
  • Controller Home button settings + visionOS spatial accessories OS27

Anti-Rationalization

ThoughtReality
"SpriteKit is simple, I don't need a skill"Physics bitmasks default to 0xFFFFFFFF and cause phantom collisions. The bitmask checklist catches this in 2 min.
"I'll just use SKShapeNode, it's quick"Each SKShapeNode is a separate draw call. 50 of them = 50 draw calls. spritekit.md has the pre-render-to-texture pattern.
"I can figure out the coordinate system"SpriteKit uses bottom-left origin (opposite of UIKit). Anchor points add another layer. spritekit-diag.md Symptom 6 resolves in 5 min.
"Physics is straightforward"Three different bitmask properties, modification rules inside callbacks, and tunneling edge cases. spritekit.md Section 3 covers all gotchas.
"The performance is fine on my device"Performance varies dramatically across devices. spritekit.md Section 6 has the debug overlay checklist.
"SceneKit is fine for our new project"SceneKit is soft-deprecated iOS 26. No new features, only security patches. axiom-graphics (skills/scenekit.md) has the migration decision tree.
"ECS is overkill for a simple 3D app"You're already using ECS — Entity + ModelComponent. axiom-graphics (skills/realitykit.md) shows how to scale from simple to complex.
"I don't need collision shapes for taps"RealityKit gestures require CollisionComponent. axiom-graphics (skills/realitykit-diag.md) diagnoses this in 2 min vs 30 min guessing.
"I'll overlay UIButtons for touch controls"TouchController renders in your Metal pass and surfaces as a GCController — existing controller logic just works. UIButton overlays mean a second input path and per-frame UIKit cost. game-input.md Section 2.
"Touch controls = put every controller button on screen"A 1:1 mapping clutters the play area and demands 3+ fingers. game-input.md Section 5 has the redesign patterns (context icons, hide unused, collapse combos).

Example Invocations

User: "I'm building a SpriteKit game" → See skills/spritekit.md

User: "My physics contacts aren't firing" → See skills/spritekit-diag.md

User: "How do I create a physics body from a texture?" → See skills/spritekit-ref.md

User: "Frame rate is dropping in my game" → See skills/spritekit-diag.md

User: "What action types are available?" → See skills/spritekit-ref.md

User: "Objects pass through walls" → See skills/spritekit-diag.md

User: "I'm porting my controller game to iPhone and need touch controls" → See skills/game-input.md

User: "How do I handle game controller input?" → See skills/game-input.md

User: "How do I read spatial accessory input on visionOS?" → See skills/game-input.md

User: "I need to build a 3D game" → Invoke: See axiom-graphics (skills/realitykit.md)

User: "I'm migrating from SceneKit to RealityKit" → Invoke: See axiom-graphics (skills/scenekit.md) + See axiom-graphics (skills/scenekit-ref.md)

User: "Can you scan my SpriteKit code for common issues?" → Launch spritekit-auditor agent

Related skills

How it compares

Choose axiom-games for native Apple framework games; pick cross-engine skills when the same codebase must ship on Android or consoles.

FAQ

Which Apple frameworks does axiom-games cover?

axiom-games covers SpriteKit for 2D games, SceneKit for 3D scenes, and GameplayKit for game logic and entity systems on iOS, iPadOS, visionOS, and macOS.

What platforms does axiom-games target?

axiom-games targets native Apple game platforms: iOS, iPadOS, visionOS, and macOS. The skill description emphasizes agent-guided patterns for those OS targets using Apple game frameworks.

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