$npx -y skills add One-Man-Company/Skills-ContextManager --skill pc-gamesPC and console game development principles. Engine selection, platform features, optimization strategies.
| 1 | # PC/Console Game Development |
| 2 | |
| 3 | > Engine selection and platform-specific principles. |
| 4 | |
| 5 | --- |
| 6 | |
| 7 | ## 1. Engine Selection |
| 8 | |
| 9 | ### Decision Tree |
| 10 | |
| 11 | ``` |
| 12 | What are you building? |
| 13 | │ |
| 14 | ├── 2D Game |
| 15 | │ ├── Open source important? → Godot |
| 16 | │ └── Large team/assets? → Unity |
| 17 | │ |
| 18 | ├── 3D Game |
| 19 | │ ├── AAA visual quality? → Unreal |
| 20 | │ ├── Cross-platform priority? → Unity |
| 21 | │ └── Indie/open source? → Godot 4 |
| 22 | │ |
| 23 | └── Specific Needs |
| 24 | ├── DOTS performance? → Unity |
| 25 | ├── Nanite/Lumen? → Unreal |
| 26 | └── Lightweight? → Godot |
| 27 | ``` |
| 28 | |
| 29 | ### Comparison |
| 30 | |
| 31 | | Factor | Unity 6 | Godot 4 | Unreal 5 | |
| 32 | |--------|---------|---------|----------| |
| 33 | | 2D | Good | Excellent | Limited | |
| 34 | | 3D | Good | Good | Excellent | |
| 35 | | Learning | Medium | Easy | Hard | |
| 36 | | Cost | Revenue share | Free | 5% after $1M | |
| 37 | | Team | Any | Solo-Medium | Medium-Large | |
| 38 | |
| 39 | --- |
| 40 | |
| 41 | ## 2. Platform Features |
| 42 | |
| 43 | ### Steam Integration |
| 44 | |
| 45 | | Feature | Purpose | |
| 46 | |---------|---------| |
| 47 | | Achievements | Player goals | |
| 48 | | Cloud Saves | Cross-device progress | |
| 49 | | Leaderboards | Competition | |
| 50 | | Workshop | User mods | |
| 51 | | Rich Presence | Show in-game status | |
| 52 | |
| 53 | ### Console Requirements |
| 54 | |
| 55 | | Platform | Certification | |
| 56 | |----------|--------------| |
| 57 | | PlayStation | TRC compliance | |
| 58 | | Xbox | XR compliance | |
| 59 | | Nintendo | Lotcheck | |
| 60 | |
| 61 | --- |
| 62 | |
| 63 | ## 3. Controller Support |
| 64 | |
| 65 | ### Input Abstraction |
| 66 | |
| 67 | ``` |
| 68 | Map ACTIONS, not buttons: |
| 69 | - "confirm" → A (Xbox), Cross (PS), B (Nintendo) |
| 70 | - "cancel" → B (Xbox), Circle (PS), A (Nintendo) |
| 71 | ``` |
| 72 | |
| 73 | ### Haptic Feedback |
| 74 | |
| 75 | | Intensity | Use | |
| 76 | |-----------|-----| |
| 77 | | Light | UI feedback | |
| 78 | | Medium | Impacts | |
| 79 | | Heavy | Major events | |
| 80 | |
| 81 | --- |
| 82 | |
| 83 | ## 4. Performance Optimization |
| 84 | |
| 85 | ### Profiling First |
| 86 | |
| 87 | | Engine | Tool | |
| 88 | |--------|------| |
| 89 | | Unity | Profiler Window | |
| 90 | | Godot | Debugger → Profiler | |
| 91 | | Unreal | Unreal Insights | |
| 92 | |
| 93 | ### Common Bottlenecks |
| 94 | |
| 95 | | Bottleneck | Solution | |
| 96 | |------------|----------| |
| 97 | | Draw calls | Batching, atlases | |
| 98 | | GC spikes | Object pooling | |
| 99 | | Physics | Simpler colliders | |
| 100 | | Shaders | LOD shaders | |
| 101 | |
| 102 | --- |
| 103 | |
| 104 | ## 5. Engine-Specific Principles |
| 105 | |
| 106 | ### Unity 6 |
| 107 | |
| 108 | - DOTS for performance-critical systems |
| 109 | - Burst compiler for hot paths |
| 110 | - Addressables for asset streaming |
| 111 | |
| 112 | ### Godot 4 |
| 113 | |
| 114 | - GDScript for rapid iteration |
| 115 | - C# for complex logic |
| 116 | - Signals for decoupling |
| 117 | |
| 118 | ### Unreal 5 |
| 119 | |
| 120 | - Blueprint for designers |
| 121 | - C++ for performance |
| 122 | - Nanite for high-poly environments |
| 123 | - Lumen for dynamic lighting |
| 124 | |
| 125 | --- |
| 126 | |
| 127 | ## 6. Anti-Patterns |
| 128 | |
| 129 | | ❌ Don't | ✅ Do | |
| 130 | |----------|-------| |
| 131 | | Choose engine by hype | Choose by project needs | |
| 132 | | Ignore platform guidelines | Study certification requirements | |
| 133 | | Hardcode input buttons | Abstract to actions | |
| 134 | | Skip profiling | Profile early and often | |
| 135 | |
| 136 | --- |
| 137 | |
| 138 | > **Remember:** Engine is a tool. Master the principles, then adapt to any engine. |