develop-gameplay-systems
Installation
SKILL.md
Develop Gameplay Systems
Implement modular, testable gameplay systems and character controllers that maintain deterministic simulation, clean component boundaries, and strict frame-rate independence.
Core Rules
- Fixed Timestep Determinism: Always update physics, collision detection, and spatial queries inside fixed tick loops (
_physics_processin Godot,FixedUpdatein Unity, sub-stepped ticks in Unreal/custom engines). Never bind movement speed directly to variable render delta times. - Hierarchical State Isolation: Model player states (Idle, Run, Jump, Fall, Attack, Stunned) via explicit state machines. Transitions must be driven by verified inputs and conditions, never by ambient variable mutations.
- Zero GC in Hot Loops: Pre-allocate collision queries, raycast hit buffers, and vectors. Do not instantiate heap objects, closures, or temporary arrays inside update loops.
- Contract Adherence: Emit
contracts/schemas/implementation-result.jsonwhen completing gameplay system slices.
Suggested Process
1. Frame Budget & Timestep Setup
Define target fixed tick rate ($60\text{Hz}$ or $120\text{Hz}$). Ensure kinematic velocity integration follows: $$\vec{x}_{t+1} = \vec{x}_t + \vec{v}t \cdot \Delta t{\text{fixed}}$$ Apply gravity and terminal velocity limits consistently.