router

router

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Routes any game-development request to the right specialized skill(s): it detects the engine (Godot, Unity, Unreal, Bevy, Phaser, PixiJS, three.js, LÖVE, pygame, Roblox) and the task, then reads the chosen skill before acting. Use to make a game or to decide which skill applies — for players, levels, enemies, shaders, art direction, sprites, tiles, textures, 3D assets, UI/UX, cameras, game feel, physics, input, audio, saving, multiplayer, AI, dialogue, procedural generation, or performance, for genres (platformer, roguelike, RPG, FPS, tower-defense, card game, visual novel, survival-crafting, puzzle), and for shipping (game jam, Steam, itch). Start here when unsure which gamedev skill to use.

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更新于 2026/8/11
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SKILL.md
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名称
router
描述

Routes any game-development request to the right specialized skill(s): it detects the engine (Godot, Unity, Unreal, Bevy, Phaser, PixiJS, three.js, LÖVE, pygame, Roblox) and the task, then reads the chosen skill before acting. Use to make a game or to decide which skill applies — for players, levels, enemies, shaders, art direction, sprites, tiles, textures, 3D assets, UI/UX, cameras, game feel, physics, input, audio, saving, multiplayer, AI, dialogue, procedural generation, or performance, for genres (platformer, roguelike, RPG, FPS, tower-defense, card game, visual novel, survival-crafting, puzzle), and for shipping (game jam, Steam, itch). Start here when unsure which gamedev skill to use.

Master Router — Game-Development Skill Dispatcher

The entry point for game-development work. It fingerprints the project to pick one engine,
classifies the task from the request, names the minimal set of specialized skills, and tells
you to read them before acting. It dispatches and composes — it does not re-teach engine APIs.

When to use

  • Use at the start of any game-development request — building or debugging a game, level,
    player, enemy, shader, UI, save system, multiplayer, input, audio, AI, dialogue, procedural
    content, or visual asset set — to decide which skill(s) to load.
  • Use when the user names an engine or genre, says "make a game", or asks "which skill should I
    use?".

When not to use: once the right skill is loaded and the task is squarely inside it, work
from that skill — don't re-run the router every turn. Re-route only when the task pivots to a
new engine or concern (router step 6).

Routing algorithm

  1. Detect engine and version — project fingerprint → at most one engine skill set (or
    "unknown"), then read the project's version source. §1.
  2. Classify task — phrasing → discipline(s) + at most one genre + workflow(s). §2.
  3. Resolve — the minimal set: engine skill(s) + discipline(s) + genre + workflow(s). §3.
  4. Read (disclosure) — open only the chosen SKILL.md bodies; references/ only on demand. §4.
  5. Compose — order: engine fundamentals → discipline concept → genre glue → workflow. §5.
  6. Fallback — engine unknown or no skill fits → ask or default to Godot; state any gap. §6.

1. Engine detection (project fingerprint)

Scan for the highest-confidence signal; choose exactly one engine. Stop at the first match.

# Engine Primary signal Skill set root
1 Godot project.godot skills/godot/
2 Unreal *.uproject skills/unreal/
3 Unity Assets/ and ProjectSettings/ProjectVersion.txt skills/unity/
4 Bevy Cargo.toml with a bevy dependency skills/other-engines/bevy-ecs/
5 Phaser package.json dep phaser skills/web-engines/phaser-*
6 PixiJS package.json dep pixi.js skills/web-engines/pixijs-rendering/
7 three.js package.json dep three skills/web-engines/threejs-*
8 LÖVE conf.lua / main.lua calling love.* skills/other-engines/love2d-core/
9 pygame *.py with import pygame skills/other-engines/pygame-core/
10 Roblox *.rbxl(x) / *.project.json (Rojo) skills/other-engines/roblox-*

For secondary signals, the Godot-C#/Unity/Bevy and multi-web disambiguation rules, monorepos,
and plain-text engine mentions, read references/engine-detection.md.

After identifying the engine, read its version from project metadata or dependency locks before
choosing APIs. Existing projects keep their pinned version unless migration is requested; the
catalog baseline is only for new projects. The exact version sources are in the detection reference
and ../docs/VERSION-SUPPORT.md.

2. Task classification (phrasing → category)

After the engine, read the request for task signals (three additive categories):

  • disciplines (cross-engine concepts): create-game-assets, game-ai, procedural-gen, dialogue-systems,
    save-systems, audio-design, shader-programming, physics-tuning, level-design,
    input-systems, game-feel, camera-systems, game-ui-ux, performance-optimization.
    Triggered by concept words ("sprite sheet", "art direction", "texture", "pathfinding",
    "save slots", "fragment shader", "screen shake", "camera follow", "HUD/menu",
    "optimize/low FPS").
  • genres (whole-game templates): platformer, roguelike, rpg, fps-shooter,
    tower-defense, card-game, visual-novel, survival-crafting, puzzle. Triggered by genre
    words ("make a roguelike", "deckbuilder").
  • workflows (process/shipping): game-jam, prototype-fast, steam-publish,
    itch-publish. Triggered by process words ("publish on Steam", "vertical slice").

File signals sharpen this: *.yarn/*.inkdialogue-systems/visual-novel; steam_appid.txt
steam-publish; *.inputactionsunity-input-system.

3. Routing table (task → category → skill)

3a. Engine skills — read the one matching the detected engine + sub-task

  • Godot (skills/godot/): language godot-gdscript / godot-csharp; structure
    godot-nodes-scenes, godot-signals-groups; 2D godot-2d-movement, godot-tilemap; 3D
    godot-3d-essentials; physics godot-physics; UI godot-ui-control; animation
    godot-animation; shaders godot-shaders; data godot-resources; audio godot-audio;
    netcode godot-multiplayer; ship godot-export.
  • Unity (skills/unity/): scripting unity-csharp-scripting; input unity-input-system;
    physics unity-physics; animation unity-animation; data unity-scriptableobjects; 2D
    unity-tilemap-2d; AI nav unity-navmesh; ship unity-build-pipeline.
  • Unreal (skills/unreal/): visual scripting unreal-blueprints; C++ gameplay
    unreal-cpp-gameplay; input unreal-enhanced-input; AI unreal-behavior-trees; VFX
    unreal-niagara; ship unreal-packaging.
  • Web (skills/web-engines/): phaser-core, phaser-arcade-physics; pixijs-rendering;
    threejs-scene-setup, threejs-gltf-loading, threejs-materials-lighting.
  • Other (skills/other-engines/): bevy-ecs, pygame-core, love2d-core, roblox-luau,
    roblox-datastores.

3b. Disciplines — load with the engine skill (concept ↔ engine API)

Concept (says:) Discipline skill Pairs with (engine API)
art direction, game assets, sprites, tilesets, textures, icons, 3D props create-game-assets engine importer/rendering skill; imagegen when available
enemy AI, behavior tree, pathfinding, steering game-ai unity-navmesh / unreal-behavior-trees / Godot nav
procedural, noise, seed, dungeon generator procedural-gen engine tilemap/grid skill
dialogue, Yarn, Ink, conversation tree dialogue-systems engine UI skill
save/load, slots, persistence save-systems roblox-datastores / engine IO
adaptive music, mixer, ducking, SFX audio-design godot-audio / Unity AudioMixer
shader, fragment, dissolve/outline shader-programming godot-shaders / engine material
jitter, tunneling, fixed timestep physics-tuning godot-physics / unity-physics
whitebox, blockout, tile layout, pacing level-design godot-tilemap / unity-tilemap-2d
rebind, gamepad, input buffering input-systems unity-input-system / unreal-enhanced-input / Godot InputMap
screen shake, hit-stop, juice, squash & stretch, "make it punchy" game-feel engine animation/tween + camera-systems (shake)
camera follow, deadzone, look-ahead, orbit, first-person camera-systems godot-2d-movement / godot-3d-essentials / Cinemachine
HUD, menu, UI layout, scaling, safe area, focus nav game-ui-ux godot-ui-control / Unity UI (UGUI/UI Toolkit)
low FPS, optimize, draw calls, GC spike, pooling, profiler performance-optimization engine profiler + physics-tuning

3c. Genres — compose engine + disciplines (bind * to the detected engine)

Genre (says:) composes
platformer, jump, double jump godot-2d-movement (or engine physics) + godot-tilemap/unity-tilemap-2d + level-design + camera-systems + game-feel
roguelike, procedural dungeon, permadeath procedural-gen + godot-tilemap/unity-tilemap-2d + game-ai + save-systems + game-feel
RPG, stats, inventory, quests godot-resources/unity-scriptableobjects + dialogue-systems + save-systems + game-ui-ux
FPS, first-person, hitscan godot-3d-essentials/unreal-cpp-gameplay + input-systems + game-ai + camera-systems + game-feel
tower defense, waves, lanes game-ai + engine movement + level-design + game-ui-ux
card game, deckbuilder, TCG godot-resources/unity-scriptableobjects + game-ui-ux (+ engine UI)
visual novel, branching story dialogue-systems + save-systems + game-ui-ux
survival, crafting, gathering save-systems + godot-resources/unity-scriptableobjects + procedural-gen + game-ui-ux
puzzle, match-3, grid logic godot-tilemap/unity-tilemap-2d + level-design + game-feel

3d. Workflows — engine-independent process & shipping

game-jam (jam, 48-hour, Ludum Dare/GMTK) · prototype-fast (vertical slice, MVP, greybox) ·
steam-publish (Steam, Steamworks, depot; steam_appid.txt) · itch-publish (itch.io, butler;
.itch.toml).

For the exhaustive per-skill trigger list and every engine binding, read
references/routing-table.md.

4. Read protocol (progressive disclosure)

  1. Preloaded: only each skill's name + description are in context. Decide from those plus
    the fingerprint — do not pre-read bodies.
  2. On selection: read the body of each chosen skills/<category>/<name>/SKILL.md — and
    only those. Never bulk-load a whole category.
  3. On demand: read a skill's bundled references/ files only when the subtask needs that
    depth (the skill body says when).
  4. Re-route on pivot: if the task changes (movement → saving), select and read the newly
    relevant skill instead of keeping everything loaded.

Announce what you load and why, e.g.: "Detected Godot (project.godot). Loading
godot-2d-movement for the controller and platformer for jump feel; will open the platformer
skill's feel-tuning.md reference if you want coyote-time/buffering."

5. Composition rules

  • One engine set, additive concepts. Exactly one engine skill set; add the disciplines the
    task needs and usually at most one genre. Workflows attach independently.
  • Order: engine fundamentals → discipline concept → genre orchestration → workflow. For asset
    production, approve the visual target before generating a family, then finish with the engine
    import settings and an in-context capture.
  • Ownership on overlap: the engine skill owns API/syntax; the discipline skill owns
    the portable concept/algorithm and defers to the engine skill for code; the genre skill owns
    structure/glue and links out instead of re-teaching a primitive.
  • Hand-offs: when a genre's composes names a slot like *-2d-movement, bind it to the
    detected engine. If that engine lacks the exact skill, see §6 and references/routing-table.md
    ("Binding gaps").

6. Unknown-engine & no-skill fallback

Engine unknown (no fingerprint, no engine named):

  1. Check the request for a plain-text engine name ("in Unity", "using Phaser"). If found, adopt it.
  2. If the task is a pure concept/genre/workflow question, route straight to the engine-agnostic
    discipline/genre/workflow skill — no engine needed ("what's a good save format?" → save-systems).
  3. Only if engine choice actually blocks the answer, ask one targeted question ("Which engine —
    Godot, Unity, Unreal, or a web/other engine?"). If the user has no preference and one is needed,
    default to Godot (the most fully covered engine here) and say so.
  4. Never invent an engine or load an engine skill on a guess.

Engine known but no skill covers the subtask: load the closest engine skill plus the relevant
discipline and state the gap plainly (e.g. "no dedicated Unity 2D-movement skill; using
unity-csharp-scripting + unity-physics"). Never fabricate a skill name.

Conflicting/multiple genres: pick the dominant genre from the phrasing; mention the secondary
and offer to load it if the user confirms.

Worked examples

Request Detected engine Skills loaded (in order)
"add a double jump to my Godot player" Godot (project.godot) godot-2d-movementplatformer
"make an inventory for my Unity RPG" Unity (Assets/+ProjectSettings/) unity-scriptableobjectsrpgsave-systems
"procedural dungeon roguelike in Godot" Godot godot-tilemapprocedural-genroguelike
"branching dialogue from a .yarn file" (none required) dialogue-systems (+ engine UI skill if an engine is detected)
"how do I design save slots with migration?" (none) save-systems only
"publish my game on itch with butler" (any/none) itch-publish only
"I want to make a game but don't know what to use" unknown → ask, default Godot router asks once; then e.g. godot-nodes-scenes
"make hits feel punchy in my Godot game" Godot (project.godot) game-feel (+ camera-systems for shake)
"the camera should follow my player smoothly" (detected engine) camera-systems (+ engine movement skill)
"my Unity game drops to 30 FPS, optimize it" Unity (Assets/+ProjectSettings/) performance-optimization (profile first) → engine skill
"make a cohesive pixel-art player and enemy set" (detected engine) create-game-assets → relevant engine import/rendering skill

References

  • Full engine fingerprints, secondary signals, and disambiguation: references/engine-detection.md.
  • Exhaustive per-skill trigger words, engine bindings, and binding gaps: references/routing-table.md.