Requirements
- Target platform
- OpenClaw
- Install method
- Manual import
- Extraction
- Extract archive
- Prerequisites
- OpenClaw
- Primary doc
- SKILL.md
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.
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.
Hand the extracted package to your coding agent with a concrete install brief instead of figuring it out manually.
I downloaded a skill package from Yavira. Read SKILL.md from the extracted folder and install it by following the included instructions. Tell me what you changed and call out any manual steps you could not complete.
I downloaded an updated skill package from Yavira. Read SKILL.md from the extracted folder, compare it with my current installation, and upgrade it while preserving any custom configuration unless the package docs explicitly say otherwise. Summarize what changed and any follow-up checks I should run.
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
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
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
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.
When invoked, produce: Primitive Map — Identify which parts of the system correspond to each primitive Dataflow Sketch — Text diagram or table describing movement of state/events One Worked Example — Or cite an existing example file Portability Notes — How this maps to 68K / Cell / CUDA / ECS
"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."
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.
Quick Card: assets/quick_card.md — One-page reference Architecture Mapping: references/architecture_mapping.md — Platform translation table + full code examples Worked Examples: references/example_shooter.md — Classic shooter loop references/example_mall_tick.md — GLITCHDEXMALL zone sim references/example_npc_step.md — NPC state machine step
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
Agent frameworks, memory systems, reasoning layers, and model-native orchestration.
Largest current source with strong distribution and engagement signals.