game-development

Unity game development with C# scripting, Minecraft server plugin development with Bukkit/Spigot APIs

View on GitHub
Author Seth Hobson
Namespace @wshobson/claude-code-workflows
Category gaming
Version 1.2.1
Stars 27,261
Downloads 28
self.md verified
Table of content

Unity game development with C# scripting, Minecraft server plugin development with Bukkit/Spigot APIs

Installation

npx claude-plugins install @wshobson/claude-code-workflows/game-development

Contents

Folders: agents, skills

Included Skills

This plugin includes 2 skill definitions:

godot-gdscript-patterns

Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization. Use when building Godot games, implementing game systems, or learning GDScript best practices.

View skill definition

Godot GDScript Patterns

Production patterns for Godot 4.x game development with GDScript, covering architecture, signals, scenes, and optimization.

When to Use This Skill

Core Concepts

1. Godot Architecture

Node: Base building block
├── Scene: Reusable node tree (saved as .tscn)
├── Resource: Data container (saved as .tres)
├── Signal: Event communication
└── Group: Node categorization

2. GDScript Basics

class_name Player
extends CharacterBody2D

# Signals
signal health_changed(new_health: int)
signal died

# Exports (Inspector-editable)
@export var speed: float = 200.0
@export var max_health: int = 100
@export_range(0, 1) var damage_reduction: float = 0.0
@export_group("Combat")
@export var attack_damage: int = 10
@export var attack_cooldown: float = 0.5

# Onready (initialized when ready)
@onready var sprite: Sprite2D = $Sprite2D
@onready var animation: AnimationPlayer = $AnimationPlayer
@onready var hitbox: Area2D = $Hitbox

# Private variables (convention: underscore prefix)
var _health: int
var _can_attack: bool = true

func _ready() -> void:
    _health = max_health

func _physics_process(delta: float) -> void:
    var direction := Input.get_vector("left", "right", "up", "down")
    velocity = direction * speed
    move_and_slide()

func tak

...(truncated)

</details>

### unity-ecs-patterns

> Master Unity ECS (Entity Component System) with DOTS, Jobs, and Burst for high-performance game development. Use when building data-oriented games, optimizing performance, or working with large entity counts.

<details>
<summary>View skill definition</summary>

# Unity ECS Patterns

Production patterns for Unity's Data-Oriented Technology Stack (DOTS) including Entity Component System, Job System, and Burst Compiler.

## When to Use This Skill

- Building high-performance Unity games
- Managing thousands of entities efficiently
- Implementing data-oriented game systems
- Optimizing CPU-bound game logic
- Converting OOP game code to ECS
- Using Jobs and Burst for parallelization

## Core Concepts

### 1. ECS vs OOP

| Aspect      | Traditional OOP   | ECS/DOTS        |
| ----------- | ----------------- | --------------- |
| Data layout | Object-oriented   | Data-oriented   |
| Memory      | Scattered         | Contiguous      |
| Processing  | Per-object        | Batched         |
| Scaling     | Poor with count   | Linear scaling  |
| Best for    | Complex behaviors | Mass simulation |

### 2. DOTS Components

Entity: Lightweight ID (no data) Component: Pure data (no behavior) System: Logic that processes components World: Container for entities Archetype: Unique combination of components Chunk: Memory block for same-archetype entities


## Patterns

### Pattern 1: Basic ECS Setup

```csharp
using Unity.Entities;
using Unity.Mathematics;
using Unity.Transforms;
using Unity.Burst;
using Unity.Collections;

// Component: Pure data, no methods
public struct Speed : IComponentData
{
    public float Value;
}

public struct Health : IComponentData
{
    public float Current;
    public float Max;
}

public struct Target : ICompone

...(truncated)

</details>

## Source

[View on GitHub](https://github.com/wshobson/agents)