Universal Game Primitives

v1.0.0

Universal game architecture DSL with six primitives (LOOP, TILEGRID, CONTROLBLOCK, POOL, EVENT, DISPATCHER). Use when: (1) designing portable game/sim loops, (2) translating between architectures (68K ↔ Cell ↔ CUDA ↔ ECS), (3) explaining engine structure to AI agents, (4) refactoring chaos into explicit state + flow. Invocation produces: Primitive Map, Dataflow Sketch, Worked Example, Portability Notes.

0· 760·2 current·2 all-time
Security Scan
VirusTotalVirusTotal
Benign
View report →
OpenClawOpenClaw
Benign
high confidence
Purpose & Capability
Name/description match the content: the skill provides a six-primitive DSL, mapping tables, and worked examples. All declared requirements are minimal (no env vars, no binaries) and appropriate for a documentation/instructional DSL.
Instruction Scope
SKILL.md prescribes producing Primitive Map, Dataflow Sketch, Worked Example, and Portability Notes, and includes concrete pseudocode and examples. Instructions do not direct reading of unrelated system files, do not request secrets, and do not point to external endpoints for data exfiltration; scope stays within the documented architecture/design task.
Install Mechanism
No install spec and no code files to execute; the skill is instruction-only with Markdown examples. This is the lowest-risk install model (nothing is downloaded or written during install).
Credentials
The skill declares no environment variables, credentials, or config paths. The content doesn't reference any hidden creds or unrelated services; the requested access is proportional to an educational/reference skill.
Persistence & Privilege
always is false and the skill doesn't request persistent system privileges or modify other skills. It may be invoked autonomously (platform default), which is expected for a user-invocable reference skill.
Assessment
This skill is a documentation/instruction package that appears internally consistent and low-risk: it asks for nothing and provides portable design patterns and examples. Before using in production, you may want to (1) verify the provenance/license of the included example code (homepage/source are unknown), (2) review the example pseudocode for correctness and safety in your target platform, and (3) if you prefer tighter control, disable autonomous invocation for the agent or review outputs before acting on them. There are no signs of hidden network endpoints, credential requests, or code-install steps in the provided files.

Like a lobster shell, security has layers — review code before you run it.

latestvk973zrn483vkjgybqhtbcj15m5810zrf
760downloads
0stars
1versions
Updated 1mo ago
v1.0.0
MIT-0

primitives-dsl — Universal Game Architecture Patterns

What this skill does

Provides a small, portable DSL of six universal primitives that appear across 68K-era loops, Cell/PPU+SPU orchestration, CUDA/GPU kernels, and modern ECS engines.

Primitives: LOOP · TILEGRID · CONTROLBLOCK · POOL · EVENT · DISPATCHER

Use this skill to:

  • Design a game/sim loop that ports cleanly across platforms
  • Translate between architectures (68K ↔ Cell ↔ CUDA ↔ ECS)
  • Explain engine structure to AI agents with minimal ambiguity
  • Produce "worked examples" using the same primitive vocabulary every time

When to use it

  • Starting a new subsystem and want a portable mental model
  • Refactoring chaos into explicit state + flow
  • Mapping legacy code to modern patterns
  • Designing constrained-device / edge / "shareware for the future" loops

When NOT to use it

  • Don't invent new primitives (keep the vocabulary stable)
  • Don't debate engine religion (Unity vs Unreal vs custom). Translate, don't preach.
  • Don't skip the concrete artifact: every use must end in a diagram, table, or pseudocode

The DSL (definitions)

LOOP A repeated update cycle with explicit phases. Owns time slicing and ordering.

TILEGRID A spatial index with stable adjacency rules (2D/3D grids, nav tiles, zone cells, chunk maps).

CONTROLBLOCK A compact, authoritative state record (flags, counters, handles, timers) used to coordinate behavior and enforce constraints.

POOL A bounded allocator for frequently-created things (entities, bullets, particles, jobs). No unbounded new in hot paths.

EVENT A structured message representing "something happened" with minimal payload and explicit routing metadata.

DISPATCHER Routes work and events to handlers (CPU threads, SPUs, GPU kernels, ECS systems). Also where scheduling policy lives.

Output contract (what you must produce)

When invoked, produce:

  1. Primitive Map — Identify which parts of the system correspond to each primitive
  2. Dataflow Sketch — Text diagram or table describing movement of state/events
  3. One Worked Example — Or cite an existing example file
  4. Portability Notes — How this maps to 68K / Cell / CUDA / ECS

Invocation patterns (copy/paste prompts)

"Apply primitives-dsl to design a loop for ___ . Provide a Primitive Map + Dataflow + Portability."

"Translate this architecture into LOOP/TILEGRID/CONTROLBLOCK/POOL/EVENT/DISPATCHER."

"Given these constraints (___), propose a primitives-dsl design and a worked example."

Guardrails / style rules

  • Use primitive names in ALL CAPS
  • Prefer tables over paragraphs for mappings
  • Use tight pseudocode (no full implementations)
  • Always name the CONTROLBLOCK fields explicitly
  • Always specify POOL bounds (even if guessed)
  • EVENTS must have a routing key or channel
  • DISPATCHER must declare policy: FIFO, priority, fixed-step, budgeted, etc.

References

External Resources

  • Anthropic Skills Repository — Skill creation patterns
  • Alien Bash II — 68K source extraction (Glenn Cumming, open domain)
  • NVIDIA CUDA Programming Guide — Modern GPU primitive patterns
  • Cell Broadband Engine Programming Handbook — SPE work distribution

Comments

Loading comments...