claudecodex

xonovex-game-engine

Build game engines, renderers, audio systems, editors, asset pipelines, and multiplayer networking.

6 on GitHubby Xonovexv5.3.0MITupdated 1 month ago
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Plugin xonovex-game-engine from marketplace xonovex-marketplace in xonovex/platform. Commands read from the repo's manifest — 1 month ago.

What it installs

Skills (11)

  • asset-pipeline-guide

    Use when designing the asset pipeline of a tool or game engine, turning authored sources (FBX, glTF, PNG, WAV, shaders) into runtime-ready data: importers/compilers per asset type, a deterministic compile/cook step, content-addressed caching keyed by a hash of inputs and settings, dependency trackin

  • audio-guide

    Use when building a low-level, real-time audio/sound system that does its own mixing: the OS audio callback / render thread, summing voices into the output buffer, sample-rate conversion and per-voice pitch, voice pools and stealing, and handing play/stop/parameter changes from the game thread to th

  • c99-game-opinionated-guide

    Use when editing C99 game-engine or runtime code in projects that follow the opinionated caller-owns-memory, SoA, builder-pattern style. A focused overlay that covers only game/engine house-style decisions, not generic C99 idioms. Triggers on `.c`/`.h` files in game/engine directories and on prompts

  • data-model-guide

    Use when designing a central in-memory data model / object database for a tool, editor, or engine: typed objects with properties, stable cross-references and sub-object ownership, change notification, undo/redo, and serialization. Triggers on prompts about a runtime object/property schema, referenci

  • ecs-guide

    Use when designing or implementing a data-oriented Entity-Component-System: archetype/bitmask storage, contiguous per-type component arrays, filter-and-batch systems, change tracking, and syncing ECS state into stateful external systems (renderer, physics). Triggers on entities, components, archetyp

  • editor-viewport-guide

    Use when building the interactive 3D viewport that bridges a real-time renderer and an editor: GPU id-buffer object picking, selection outline/highlight rendering, and move/rotate/scale gizmos that work on any object plus the linear algebra behind them. Triggers on click-to-select in a 3D scene, rea

  • game-networking-guide

    Use when architecting real-time multiplayer networking for a game or simulation engine: client/server vs peer topology and per-object authority, replicating a typed world/component state across nodes, snapshot-vs-delta updates with baselines and acks, and reliable/unreliable/ordered channels layered

  • gpu-rendering-guide

    Use when designing the architecture of a low-level GPU renderer on any explicit API (Vulkan/D3D12/Metal/WebGPU): render/frame graphs, shader/permutation systems, the descriptor/binding model, explicit GPU↔CPU synchronization, command recording and frames-in-flight, and GPU memory strategy. Triggers

  • gpu-rendering-vulkan-guide

    Use when implementing a Vulkan renderer: the concrete Vulkan API for device/queues, device memory + memory types + staging, images/buffers + pipeline barriers and layout transitions, descriptor sets/layouts + bindless, pipelines + pipeline cache + dynamic rendering, timeline semaphores + fences, com

  • imgui-guide

    Use when designing or implementing an immediate-mode GUI (IMGUI): batching the whole UI into one draw call with compact primitive buffers, keying controls by stable IDs, resolving ordering with frame-delayed state, keyboard focus / responder chains / event trickling, drag-and-drop, per-monitor DPI s

  • node-graph-guide

    Use when designing a visual node-based / data-flow graph for content authoring: typed input/output pins, wires between nodes, the graph stored as plain data, compiling/lowering to executable form vs interpreting it, topological evaluation with caching, reusable subgraphs, function graphs with declar

View source on GitHub

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