engine-patterns

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SKILL.md

Cross-Engine Design Patterns

A reference for implementing common game patterns across different engines. Use this when deciding on architecture or translating patterns between engines.

Entity-Component-System (ECS)

How game objects are structured varies by engine:

Engine Model Entity Component System
Unity Component-Based GameObject MonoBehaviour Manager scripts or DOTS Systems
Unreal Actor-Component AActor UActorComponent Tick functions or Subsystems
Godot Node Tree Node Child Nodes _process/_physics_process
Three.js Scene Graph Object3D userData / custom classes Game loop update functions
Orleans Virtual Actor Grain Grain State / Interfaces Grain methods + Timers

When to use full ECS: Performance-critical systems with thousands of entities (Unity DOTS, custom ECS). For most gameplay, the engine's native component model is sufficient.

State Machines

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Feb 14, 2026