engine-patterns

Installation
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

Installs
11
GitHub Stars
14
First Seen
Feb 14, 2026
engine-patterns — davincidreams/agent-team-plugins