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Gamedev Conventions

  • 14 installs
  • 17 repo stars
  • Updated February 16, 2026
  • davincidreams/agent-team-plugins

Cross-engine game development conventions covering delta time, object pooling, data-driven design, and performance standards.

About

Provides cross-engine game dev conventions for performance, code organization, and state management like object pooling and delta time. A developer uses it to keep game code consistent and performant across engines.

  • Performance standards: frame rate, draw calls, pooling
  • Data-driven design and serializable game state

Gamedev Conventions by the numbers

  • 14 all-time installs (skills.sh)
  • Ranked #188 of 247 Game Development skills by installs in the Skillselion catalog
  • Data as of Jul 30, 2026 (Skillselion catalog sync)
npx skills add https://github.com/davincidreams/agent-team-plugins --skill gamedev-conventions

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Listed on Skillselion
Installs14
repo stars17
Last updatedFebruary 16, 2026
Repositorydavincidreams/agent-team-plugins

What it does

Cross-engine game development conventions covering delta time, object pooling, data-driven design, and performance standards.

Files

SKILL.mdMarkdownGitHub ↗

Game Dev Team Conventions

General

  • Detect and follow the project's existing engine and code conventions
  • Use delta time for all frame-rate-dependent calculations
  • Implement object pooling for frequently spawned/destroyed objects
  • Separate game data from game logic (data-driven design)
  • Use events/signals for decoupled communication between systems
  • Keep game state serializable for save/load support
  • Profile before optimizing - measure, don't guess

Performance Standards

  • Target frame rate: Maintain target FPS (60 for action games, 30 for strategy)
  • Memory: Minimize per-frame allocations, avoid GC spikes
  • Draw calls: Batch where possible, use instancing for repeated geometry
  • Physics: Use layer masks, limit raycast distances, prefer overlap checks over raycasts
  • Loading: Use async loading, show progress, never block the main thread
  • Pooling: Pool projectiles, particles, enemies, and any frequently created objects

Code Organization

  • One primary class/script per file
  • Group files by system (Player/, Enemies/, UI/, Environment/, etc.)
  • Keep scripts/components focused - single responsibility
  • Use namespaces or folders to prevent naming collisions
  • Separate editor tools from runtime code

State Management

  • Use finite state machines for entities with discrete states
  • Implement proper enter/exit/update for each state
  • Make state transitions explicit and traceable
  • Handle edge cases (interrupted transitions, invalid states)
  • Consider hierarchical state machines for complex entities

Input Handling

  • Abstract input from actions (don't check KeyCode directly)
  • Support remapping and multiple input devices
  • Handle simultaneous inputs correctly
  • Implement input buffering for action games
  • Test with keyboard, mouse, and gamepad

Asset Conventions

  • Use consistent naming: PascalCase for types, camelCase or snake_case per engine convention
  • Textures: Power-of-2 dimensions, appropriate compression per platform
  • Models: < 50K triangles for mobile, < 100K for desktop (per object)
  • Audio: Use appropriate compression, implement spatial audio where needed
  • Keep source assets separate from imported/processed assets

Testing

  • Test critical game systems (state machines, damage calculation, inventory)
  • Write integration tests for complex interactions
  • Automate repetitive playtesting with bots or scripts where possible
  • Test edge cases: zero health, full inventory, boundary conditions
  • Verify platform-specific behavior on target hardware

Multiplayer (when applicable)

  • Implement authoritative server (never trust the client)
  • Minimize network bandwidth (delta compression, relevancy)
  • Handle latency with prediction and reconciliation
  • Test with simulated lag and packet loss
  • Implement proper disconnect/reconnect handling

Collaboration

  • Each agent works within their defined scope
  • Agents should not modify files outside their responsibility
  • Engine-dev and gameplay-dev agree on system interfaces before implementation
  • All changes must follow patterns found in the existing codebase
  • Use the engine-specific skill as your primary reference

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