Pc games skill

PC and console game development principles.

by davila7·MIT license·★ 32,299 Stars on the repo·GitHub ↗

Use now

Files of Pc games

davila7/main1 file shown
SKILL.md
Show the full text145 lines

PC/Console Game Development

Engine selection and platform-specific principles.


1. Engine Selection

Decision Tree
What are you building?
│
├── 2D Game
│   ├── Open source important? → Godot
│   └── Large team/assets? → Unity
│
├── 3D Game
│   ├── AAA visual quality? → Unreal
│   ├── Cross-platform priority? → Unity
│   └── Indie/open source? → Godot 4
│
└── Specific Needs
    ├── DOTS performance? → Unity
    ├── Nanite/Lumen? → Unreal
    └── Lightweight? → Godot
Comparison
Factor Unity 6 Godot 4 Unreal 5
2D Good Excellent Limited
3D Good Good Excellent
Learning Medium Easy Hard
Cost Revenue share Free 5% after $1M
Team Any Solo-Medium Medium-Large

2. Platform Features

Steam Integration
Feature Purpose
Achievements Player goals
Cloud Saves Cross-device progress
Leaderboards Competition
Workshop User mods
Rich Presence Show in-game status
Console Requirements
Platform Certification
PlayStation TRC compliance
Xbox XR compliance
Nintendo Lotcheck

3. Controller Support

Input Abstraction
Map ACTIONS, not buttons:
- "confirm" → A (Xbox), Cross (PS), B (Nintendo)
- "cancel" → B (Xbox), Circle (PS), A (Nintendo)
Haptic Feedback
Intensity Use
Light UI feedback
Medium Impacts
Heavy Major events

4. Performance Optimization

Profiling First
Engine Tool
Unity Profiler Window
Godot Debugger → Profiler
Unreal Unreal Insights
Common Bottlenecks
Bottleneck Solution
Draw calls Batching, atlases
GC spikes Object pooling
Physics Simpler colliders
Shaders LOD shaders

5. Engine-Specific Principles

Unity 6
  • DOTS for performance-critical systems
  • Burst compiler for hot paths
  • Addressables for asset streaming
Godot 4
  • GDScript for rapid iteration
  • C# for complex logic
  • Signals for decoupling
Unreal 5
  • Blueprint for designers
  • C++ for performance
  • Nanite for high-poly environments
  • Lumen for dynamic lighting

6. Anti-Patterns

❌ Don't ✅ Do
Choose engine by hype Choose by project needs
Ignore platform guidelines Study certification requirements
Hardcode input buttons Abstract to actions
Skip profiling Profile early and often

Remember: Engine is a tool. Master the principles, then adapt to any engine.

1---
2name: pc-games
3description: PC and console game development principles. Engine selection, platform features, optimization strategies.
4allowed-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```
18What 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```
74Map 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.
145 

Discussion