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ChineseMaster Router — Game-Development Skill Dispatcher
主路由工具 — 游戏开发技能调度器
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.
游戏开发工作的入口。它会识别项目特征以选择一款引擎,根据请求分类任务,列出最少数量的专业技能,并告知你在执行前阅读这些技能。它的作用是调度与组合——不会重复教授引擎API。
When to use
使用场景
- 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, or procedural content — 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).
- 在任何游戏开发请求的起始阶段使用——无论是制作或调试游戏、关卡、玩家、敌人、着色器、UI、存档系统、多人联机、输入、音频、AI、对话还是程序化内容——以确定应加载哪些技能。
- 当用户指定引擎或游戏类型、提出“制作一款游戏”或询问“我应该使用哪种技能?”时使用。
不适用场景: 当正确的技能已加载且任务完全属于该技能范畴时,直接基于该技能开展工作——无需每次都重新运行路由工具。仅当任务转向新引擎或新关注点时,才重新进行路由(见路由算法第6步)。
Routing algorithm
路由算法
- Detect engine — project fingerprint → at most one engine skill set (or "unknown"). §1.
- Classify task — phrasing → discipline(s) + at most one genre + workflow(s). §2.
- Resolve — the minimal set: engine skill(s) + discipline(s) + genre + workflow(s). §3.
- Read (disclosure) — open only the chosen bodies;
SKILL.mdonly on demand. §4.references/ - Compose — order: engine fundamentals → discipline concept → genre glue → workflow. §5.
- Fallback — engine unknown or no skill fits → ask or default to Godot; state any gap. §6.
- 引擎检测——识别项目特征 → 选择至多一套引擎技能(或标记为“未知”)。详见第1节。
- 任务分类——根据请求表述 → 确定专业领域(可多个)+ 至多一种游戏类型 + 工作流(可多个)。详见第2节。
- 技能解析——确定最少技能组合:引擎技能 + 专业领域技能 + 游戏类型技能 + 工作流技能。详见第3节。
- 阅读规则(渐进式披露)——仅打开选定的内容;仅在需要时才查看
SKILL.md目录下的文件。详见第4节。references/ - 技能组合——顺序:引擎基础技能 → 专业领域概念技能 → 游戏类型整合技能 → 工作流技能。详见第5节。
- Fallback机制——若引擎未知或无匹配技能 → 询问用户或默认选用Godot;明确说明存在的技能缺口。详见第6节。
1. Engine detection (project fingerprint)
1. 引擎检测(项目特征识别)
Scan for the highest-confidence signal; choose exactly one engine. Stop at the first match.
| # | Engine | Primary signal | Skill set root |
|---|---|---|---|
| 1 | Godot | | |
| 2 | Unreal | | |
| 3 | Unity | | |
| 4 | Bevy | | |
| 5 | Phaser | | |
| 6 | PixiJS | | |
| 7 | three.js | | |
| 8 | LÖVE | | |
| 9 | pygame | | |
| 10 | 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扫描最具可信度的特征信号;仅选择一款引擎,找到第一个匹配项后即停止。
| # | Engine | Primary signal | Skill set root |
|---|---|---|---|
| 1 | Godot | | |
| 2 | Unreal | | |
| 3 | Unity | | |
| 4 | Bevy | | |
| 5 | Phaser | | |
| 6 | PixiJS | | |
| 7 | three.js | | |
| 8 | LÖVE | | |
| 9 | pygame | | |
| 10 | Roblox | | |
关于次要特征信号、Godot-C#/Unity/Bevy的区分规则、多Web引擎的歧义消除、单仓项目以及纯文本提及的引擎信息,请查看。
references/engine-detection.md2. Task classification (phrasing → category)
2. 任务分类(请求表述 → 类别)
After the engine, read the request for task signals (three additive categories):
- disciplines (cross-engine concepts): ,
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. Triggered by concept words ("pathfinding", "save slots", "fragment shader", "screen shake", "camera follow", "HUD/menu", "optimize/low FPS").performance-optimization - genres (whole-game templates): ,
platformer,roguelike,rpg,fps-shooter,tower-defense,card-game,visual-novel,survival-crafting. Triggered by genre words ("make a roguelike", "deckbuilder").puzzle - workflows (process/shipping): ,
game-jam,prototype-fast,steam-publish. Triggered by process words ("publish on Steam", "vertical slice").itch-publish
File signals sharpen this: / → /;
→ ; → .
*.yarn*.inkdialogue-systemsvisual-novelsteam_appid.txtsteam-publish*.inputactionsunity-input-system确定引擎后,从请求中识别任务信号(分为三个可叠加的类别):
- 专业领域(跨引擎概念):、
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。由概念词汇触发(如“寻路”“存档槽”“片段着色器”“屏幕震动”“相机跟随”“HUD/菜单”“优化/低帧率”)。performance-optimization - 游戏类型(整游戏模板):、
platformer、roguelike、rpg、fps-shooter、tower-defense、card-game、visual-novel、survival-crafting。由类型词汇触发(如“制作一款肉鸽游戏”“卡组构建”)。puzzle - 工作流(流程/发布):、
game-jam、prototype-fast、steam-publish。由流程词汇触发(如“在Steam发布”“垂直切片”)。itch-publish
文件类型信号可进一步细化分类:/ 文件对应 /; 文件对应 ; 文件对应 。
*.yarn*.inkdialogue-systemsvisual-novelsteam_appid.txtsteam-publish*.inputactionsunity-input-system3. Routing table (task → category → skill)
3. 路由表(任务 → 类别 → 技能)
3a. Engine skills — read the one matching the detected engine + sub-task
3a. 引擎技能——读取与检测到的引擎及子任务匹配的技能
- Godot (): language
skills/godot//godot-gdscript; structuregodot-csharp,godot-nodes-scenes; 2Dgodot-signals-groups,godot-2d-movement; 3Dgodot-tilemap; physicsgodot-3d-essentials; UIgodot-physics; animationgodot-ui-control; shadersgodot-animation; datagodot-shaders; audiogodot-resources; netcodegodot-audio; shipgodot-multiplayer.godot-export - Unity (): scripting
skills/unity/; inputunity-csharp-scripting; physicsunity-input-system; animationunity-physics; dataunity-animation; 2Dunity-scriptableobjects; AI navunity-tilemap-2d; shipunity-navmesh.unity-build-pipeline - Unreal (): visual scripting
skills/unreal/; C++ gameplayunreal-blueprints; inputunreal-cpp-gameplay; AIunreal-enhanced-input; VFXunreal-behavior-trees; shipunreal-niagara.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
- Godot():语言类技能
skills/godot//godot-gdscript;结构类技能godot-csharp、godot-nodes-scenes;2D类技能godot-signals-groups、godot-2d-movement;3D类技能godot-tilemap;物理类技能godot-3d-essentials;UI类技能godot-physics;动画类技能godot-ui-control;着色器类技能godot-animation;数据类技能godot-shaders;音频类技能godot-resources;网络编码类技能godot-audio;发布类技能godot-multiplayer。godot-export - Unity():脚本类技能
skills/unity/;输入类技能unity-csharp-scripting;物理类技能unity-input-system;动画类技能unity-physics;数据类技能unity-animation;2D类技能unity-scriptableobjects;AI导航类技能unity-tilemap-2d;发布类技能unity-navmesh。unity-build-pipeline - Unreal():可视化脚本类技能
skills/unreal/;C++游戏玩法类技能unreal-blueprints;输入类技能unreal-cpp-gameplay;AI类技能unreal-enhanced-input;视觉特效类技能unreal-behavior-trees;打包发布类技能unreal-niagara。unreal-packaging - Web引擎():
skills/web-engines/、phaser-core;phaser-arcade-physics;pixijs-rendering、threejs-scene-setup、threejs-gltf-loading。threejs-materials-lighting - 其他引擎():
skills/other-engines/、bevy-ecs、pygame-core、love2d-core、roblox-luau。roblox-datastores
3b. Disciplines — load with the engine skill (concept ↔ engine API)
3b. 专业领域技能——与引擎技能一同加载(概念 ↔ 引擎API)
Concept ( | Discipline skill | Pairs with (engine API) |
|---|---|---|
| enemy AI, behavior tree, pathfinding, steering | | |
| procedural, noise, seed, dungeon generator | | engine tilemap/grid skill |
| dialogue, Yarn, Ink, conversation tree | | engine UI skill |
| save/load, slots, persistence | | |
| adaptive music, mixer, ducking, SFX | | |
| shader, fragment, dissolve/outline | | |
| jitter, tunneling, fixed timestep | | |
| whitebox, blockout, tile layout, pacing | | |
| rebind, gamepad, input buffering | | |
| screen shake, hit-stop, juice, squash & stretch, "make it punchy" | | engine animation/tween + |
| camera follow, deadzone, look-ahead, orbit, first-person | | |
| HUD, menu, UI layout, scaling, safe area, focus nav | | |
| low FPS, optimize, draw calls, GC spike, pooling, profiler | | engine profiler + |
| 概念(用户表述) | 专业领域技能 | 搭配引擎API |
|---|---|---|
| 敌人AI、行为树、寻路、转向 | | |
| 程序化、噪声、种子、地牢生成器 | | 引擎 tilemap/网格技能 |
| 对话、Yarn、Ink、对话树 | | 引擎UI技能 |
| 存档/读档、存档槽、数据持久化 | | |
| 自适应音乐、混音器、闪避音效、特效音 | | |
| 着色器、片段、溶解/轮廓效果 | | |
| 抖动、穿模、固定时间步长 | | |
| 白盒、区块规划、tile布局、节奏把控 | | |
| 按键重绑定、游戏手柄、输入缓冲 | | |
| 屏幕震动、击中停顿、游戏手感、挤压拉伸、“让打击感更强烈” | | 引擎动画/补间 + |
| 相机跟随、死区、前瞻、环绕、第一人称 | | |
| HUD、菜单、UI布局、缩放、安全区域、焦点导航 | | |
| 低帧率、优化、绘制调用、GC峰值、对象池、性能分析器 | | 引擎性能分析器 + |
3c. Genres — compose engine + disciplines (bind *
to the detected engine)
*3c. 游戏类型技能——组合引擎技能与专业领域技能(将*
绑定到检测到的引擎)
*Genre ( | composes |
|---|---|
| platformer, jump, double jump | |
| roguelike, procedural dungeon, permadeath | |
| RPG, stats, inventory, quests | |
| FPS, first-person, hitscan | |
| tower defense, waves, lanes | |
| card game, deckbuilder, TCG | |
| visual novel, branching story | |
| survival, crafting, gathering | |
| puzzle, match-3, grid logic | |
| 游戏类型(用户表述) | 技能组合 |
|---|---|
| 平台跳跃、跳跃、二段跳 | |
| 肉鸽、程序化地牢、永久死亡 | |
| RPG、属性、背包、任务 | |
| FPS、第一人称、射线检测 | |
| 塔防、波次、路线 | |
| 卡牌游戏、卡组构建、集换式卡牌 | |
| 视觉小说、分支剧情 | |
| 生存、制作、收集 | |
| 解谜、三消、网格逻辑 | |
3d. Workflows — engine-independent process & shipping
3d. 工作流技能——独立于引擎的流程与发布技能
game-jamprototype-faststeam-publishsteam_appid.txtitch-publish.itch.tomlFor the exhaustive per-skill trigger list and every engine binding, read
.
references/routing-table.mdgame-jamprototype-faststeam-publishsteam_appid.txtitch-publish.itch.toml如需查看详尽的各技能触发词列表及所有引擎绑定规则,请查看。
references/routing-table.md4. Read protocol (progressive disclosure)
4. 阅读规则(渐进式披露)
- Preloaded: only each skill's +
nameare in context. Decide from those plus the fingerprint — do not pre-read bodies.description - On selection: read the body of each chosen — and only those. Never bulk-load a whole category.
skills/<category>/<name>/SKILL.md - On demand: read a skill's bundled files only when the subtask needs that depth (the skill body says when).
references/ - 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 (). Loading
for the controller and for jump feel; will open the platformer
skill's reference if you want coyote-time/buffering."
project.godotgodot-2d-movementplatformerfeel-tuning.md- 预加载内容: 仅将每个技能的+
name纳入上下文。结合项目特征信息做出决策——不要预读技能的完整内容。description - 选中后阅读: 仅阅读每个选定技能的内容——仅此而已。切勿批量加载整个类别的技能。
skills/<category>/<name>/SKILL.md - 按需阅读: 仅当子任务需要深入信息时,才查看技能附带的目录下的文件(技能内容会说明何时需要)。
references/ - 任务转向时重新路由: 若任务发生变化(如从移动系统转向存档系统),选择并阅读新的相关技能,而非保留所有已加载的技能。
需告知用户加载的技能及原因,例如:“检测到Godot引擎()。为控制器功能加载技能,为跳跃手感加载技能;若需要实现coyote time/输入缓冲,将打开技能的参考文件。”
project.godotgodot-2d-movementplatformerplatformerfeel-tuning.md5. Composition rules
5. 技能组合规则
- 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.
- 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 names a slot like
composes, bind it to the detected engine. If that engine lacks the exact skill, see §6 and*-2d-movement("Binding gaps").references/routing-table.md
- 一套引擎技能,叠加概念技能。 仅选择一套引擎技能;添加任务所需的专业领域技能,通常至多添加一种游戏类型技能。工作流技能可独立附加。
- 顺序: 引擎基础技能 → 专业领域概念技能 → 游戏类型整合技能 → 工作流技能。
- 重叠内容归属: 引擎技能负责API/语法;专业领域技能负责可移植的概念/算法,代码实现需遵循引擎技能的要求;游戏类型技能负责结构/整合,仅提供链接而非重复教授基础内容。
- 衔接规则: 当游戏类型技能的字段包含
composes这类占位符时,将其绑定到检测到的引擎。若该引擎没有对应的精确技能,请查看第6节及*-2d-movement中的“绑定缺口”部分。references/routing-table.md
6. Unknown-engine & no-skill fallback
6. 未知引擎与无匹配技能的Fallback机制
Engine unknown (no fingerprint, no engine named):
- Check the request for a plain-text engine name ("in Unity", "using Phaser"). If found, adopt it.
- 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 - 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.
- 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
+ "). Never fabricate a skill name.
unity-csharp-scriptingunity-physicsConflicting/multiple genres: pick the dominant genre from the phrasing; mention the secondary
and offer to load it if the user confirms.
引擎未知(无项目特征、未指定引擎):
- 检查请求中是否有纯文本提及的引擎名称(如“在Unity中”“使用Phaser”)。若有,则采用该引擎。
- 若任务是纯概念/游戏类型/工作流问题,直接路由到与引擎无关的专业领域/游戏类型/工作流技能——无需指定引擎(例如“什么是好的存档格式?”→)。
save-systems - 仅当引擎选择确实会影响答案时,才提出一个针对性问题(“你使用的是哪款引擎——Godot、Unity、Unreal,还是Web/其他引擎?”)。若用户无偏好且必须选择一款引擎,默认选用Godot(此处覆盖最全面的引擎)并告知用户。
- 切勿凭空捏造引擎或猜测加载引擎技能。
已知引擎但无匹配子任务的技能: 加载最接近的引擎技能及相关专业领域技能,并明确说明技能缺口(例如“没有专门的Unity 2D移动技能;将使用+”)。切勿捏造技能名称。
unity-csharp-scriptingunity-physics冲突/多种游戏类型: 根据用户表述选择主导游戏类型;提及次要类型,并询问用户是否需要加载该类型的技能。
Worked examples
示例演示
| Request | Detected engine | Skills loaded (in order) |
|---|---|---|
| "add a double jump to my Godot player" | Godot ( | |
| "make an inventory for my Unity RPG" | Unity ( | |
| "procedural dungeon roguelike in Godot" | Godot | |
"branching dialogue from a | (none required) | |
| "how do I design save slots with migration?" | (none) | |
| "publish my game on itch with butler" | (any/none) | |
| "I want to make a game but don't know what to use" | unknown → ask, default Godot | router asks once; then e.g. |
| "make hits feel punchy in my Godot game" | Godot ( | |
| "the camera should follow my player smoothly" | (detected engine) | |
| "my Unity game drops to 30 FPS, optimize it" | Unity ( | |
| 请求内容 | 检测到的引擎 | 加载的技能(顺序) |
|---|---|---|
| "为我的Godot玩家添加二段跳" | Godot( | |
| "为我的Unity RPG制作背包系统" | Unity( | |
| "在Godot中制作程序化地牢肉鸽游戏" | Godot | |
"从 | (无需指定) | |
| "如何设计带迁移功能的存档槽?" | (无需指定) | 仅加载 |
| "用butler工具在itch.io发布我的游戏" | (任意/无需指定) | 仅加载 |
| "我想制作一款游戏但不知道用什么工具" | 未知 → 询问用户,默认Godot | 路由工具询问一次;之后例如加载 |
| "让我的Godot游戏打击感更强烈" | Godot( | |
| "让相机平滑跟随我的玩家" | (检测到的引擎) | |
| "我的Unity游戏帧率降到30,需要优化" | Unity( | |
References
参考资料
- 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
- 完整的引擎特征、次要信号及歧义消除规则:。
references/engine-detection.md - 详尽的各技能触发词、引擎绑定规则及绑定缺口:。
references/routing-table.md