Sync Simplegraphic
atty303/pob-web
Synchronize pob-web with PathOfBuilding-SimpleGraphic only when the user explicitly invokes $sync-simplegraphic.
Structure and debug a LÖVE (Love2D) game in Lua: the love.load/update/draw loop, delta-time movement, input, and screen states.
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill love2d-core -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills love2d-core --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/other-engines/love2d-core .claude/skills/love2d-core && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "love2d-core" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/other-engines/love2d-core into .claude/skills/love2d-core/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "love2d-core", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/other-engines/love2d-coreType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill love2d-core -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills love2d-core --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/other-engines/love2d-core .agents/skills/love2d-core && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "love2d-core" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/other-engines/love2d-core into .agents/skills/love2d-core/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "love2d-core", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill love2d-core -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills love2d-core --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/other-engines/love2d-core .cursor/skills/love2d-core && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "love2d-core" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/other-engines/love2d-core into .cursor/skills/love2d-core/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "love2d-core", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git --path skills/other-engines/love2d-core--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill love2d-core -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills love2d-core --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/other-engines/love2d-core .gemini/skills/love2d-core && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "love2d-core" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/other-engines/love2d-core into .gemini/skills/love2d-core/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "love2d-core", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills love2d-coreInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill love2d-core -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/other-engines/love2d-core .github/skills/love2d-core && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "love2d-core" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/other-engines/love2d-core into .github/skills/love2d-core/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "love2d-core", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill love2d-core -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills love2d-core --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/other-engines/love2d-core .opencode/skills/love2d-core && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "love2d-core" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/other-engines/love2d-core into .opencode/skills/love2d-core/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "love2d-core", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
love2d-coreStructure and debug a LÖVE (Love2D) game in Lua: the love.load/update/draw loop, delta-time movement, input, and screen states.
Love2d Core is an agent skill from gamedev-skills/awesome-gamedev-agent-skills. Structure and debug a LÖVE (Love2D) game in Lua: the love.load/update/draw loop, delta-time movement, input, and screen states. Use when building a LÖVE 11.x game (main.lua, conf.lua, .love).
Its SKILL.md is about 1.6k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/state-stack.md`).
It sits in Game Development. It works with Lua. The repository describes itself as: 74 game-dev skills for AI coding agents — Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE, Roblox. Portable SKILL.md Agent Skills (the format Anthropic… The licence is Apache-2.0.
5 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 0a70cfc. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are lua).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Love2d Core loads about 1.6k tokens when it runs, and up to ~2.7k if it reads all its reference files. Until then it costs about 51 tokens; SKILL.md has 417 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from gamedev-skills/awesome-gamedev-agent-skills at commit 0a70cfc, republished under its Apache-2.0 licence (© gamedev-skills). 417 words, ~1,573 tokens.
.claude/skills/love2d-core/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.Set up and debug the foundation of a LÖVE game in Lua: the callback loop, frame-rate- independent movement, input, and screen states. Targets LÖVE 11.5.
main.lua/conf.lua, or fixing the core loop,
movement that runs at the wrong speed, input handling, or screen switching.main.lua calling love.*, a conf.lua, or a .love file.When not to use: Lua language questions unrelated to LÖVE; physics bodies/joints
(LÖVE uses Box2D via love.physics — a separate concern); shader code (love.graphics
GLSL is its own topic). For cross-engine save/load patterns, use save-systems.
main.lua; it should define
love.load() (one-time setup), love.update(dt) (state), and love.draw() (rendering).
Window/version setup goes in conf.lua (run before modules load).t.version = "11.5" in conf.lua so LÖVE warns on mismatch.dt (delta time, in seconds) so speed is frame-rate independent.love.keyboard.isDown in update, for held keys) and
event (love.keypressed callback, for discrete presses).if flags — see Patterns and references/state-stack.md.love . from the project folder; verify the window,
motion speed, and input on screen before assuming it works.main.lua skeleton (the callback loop + input)-- main.lua — LÖVE calls these callbacks for you. Colors are 0–1 in LÖVE 11.x.
function love.load()
-- One-time setup. speed is in PIXELS PER SECOND, not per frame.
player = { x = 100, y = 100, size = 40, speed = 220 }
love.graphics.setBackgroundColor(0.1, 0.1, 0.12)
end
function love.update(dt)
-- Polled input: good for continuous movement while a key is held.
if love.keyboard.isDown("right") then player.x = player.x + player.speed * dt end
if love.keyboard.isDown("left") then player.x = player.x - player.speed * dt end
if love.keyboard.isDown("down") then player.y = player.y + player.speed * dt end
if love.keyboard.isDown("up") then player.y = player.y - player.speed * dt end
end
function love.draw()
love.graphics.setColor(0.2, 0.8, 1.0) -- tint ON
love.graphics.rectangle("fill", player.x, player.y, player.size, player.size)
love.graphics.setColor(1, 1, 1) -- reset tint before text/images
love.graphics.print("Arrow keys to move, Esc to quit", 10, 10)
end
function love.keypressed(key)
-- Event input: fires once per physical press. Use for menus, jumps, toggles.
if key == "escape" then love.event.quit() end
end-- RIGHT: scaled by dt → same real-world speed at 30 or 240 FPS.
player.x = player.x + player.speed * dt
-- WRONG: "pixels per frame" → moves twice as fast at double the frame rate.
player.x = player.x + player.speedconf.lua (window + version; runs before main.lua)-- conf.lua — must be its own file; love.conf will NOT run from main.lua.
function love.conf(t)
t.version = "11.5" -- the LÖVE version this game targets (string "X.Y")
t.window.title = "My LÖVE Game"
t.window.width = 800
t.window.height = 600
t.window.vsync = 1 -- number since 11.0: 1 = on, 0 = off, -1 = adaptive
t.window.resizable = false
t.modules.physics = false -- disable modules you don't use to trim startup/memory
end-- LÖVE 11.x uses normalized floats. (Pre-11.0 code used 0–255 and will look wrong.)
love.graphics.setColor(1, 0, 0) -- opaque red
love.graphics.setColor(0.2, 0.8, 1.0, 0.5) -- translucent cyan (alpha 0.5)
-- Need to convert old byte values? Use the helper instead of dividing by hand:
love.graphics.setColor(love.math.colorFromBytes(128, 234, 255))-- A screen is a table with optional :update(dt), :draw(), :keypressed(key).
-- Keep the active screen on a stack so pause/menu overlays are trivial to pop.
local Stack = require("state_stack") -- see references/state-stack.md for the module
function love.load() Stack.push(require("screens.menu")) end
function love.update(dt) Stack.current():update(dt) end
function love.draw() Stack.current():draw() end
function love.keypressed(key) Stack.current():keypressed(key) end* dt. Every per-frame change to position, timers,
or animation must be scaled by dt.love.conf placed in main.lua → it silently does nothing. It must live in conf.lua,
which LÖVE runs before loading modules.setColor(255,0,0)
clamps to white; use setColor(1,0,0) or love.math.colorFromBytes.setColor → color is global and persists across draws.
Reset with love.graphics.setColor(1, 1, 1) before drawing text/images you want untinted.love.keypressed(key, scancode, isrepeat)
fires on press (and OS key-repeat); use love.keyreleased for release, and check
isrepeat if you must ignore held-key repeats.references/state-stack.md.save-systems — saving/loading game state (engine-agnostic).input-systems — rebindable, multi-device input architecture.pygame-core / phaser-core — the same loop concepts in other lightweight engines.© gamedev-skills, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 1 other file (references) in skills/other-engines/love2d-core of gamedev-skills/awesome-gamedev-agent-skills.
Open the folder on GitHubat commit 0a70cfc
Love2d Core next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Love2d Core this skillgamedev-skills/awesome-gamedev-agent-skills | 1.4k | — | ~1.6k | Automated safety check: Pass | Apache-2.0 | |
| Sync Simplegraphicatty303/pob-web | 103 | — | ~1.4k | Automated safety check: Pass | MIT | |
| Dota2 Game LogicXavierCHN/x-template | 217 | — | ~2.7k | Automated safety check: Pass | MIT | |
| Defold Scripts Editingselimanac/defold-astar | 111 | — | ~1.8k | Automated safety check: Pass | None | |
| Monarch Screen Setupselimanac/defold-astar | 111 | — | ~2.1k | Automated safety check: Pass | None | |
| Xmath Usageselimanac/defold-astar | 111 | — | ~1.5k | Automated safety check: Pass | None |
atty303/pob-web
Synchronize pob-web with PathOfBuilding-SimpleGraphic only when the user explicitly invokes $sync-simplegraphic.
XavierCHN/x-template
DOTA2 自定义游戏服务端逻辑开发指南。触发词:游戏逻辑、服务端、server、game mode、游戏模式、GameRules、modifier、timer、lua、TSTL。Use when user asks to create or modify DOTA2 custom game server-side logic, game mode configuration…
selimanac/defold-astar
Creates and edits Defold Lua script files (.script, .guiscript, .renderscript, .editorscript) and plain Lua modules (.lua).
selimanac/defold-astar
Organizes screens and popups in a Defold game using Monarch screen manager.
selimanac/defold-astar
Provides xmath API reference and in-place math optimization patterns for Defold.
selimanac/defold-astar
Fetches Defold API documentation. An agent skill from selimanac/defold-astar.
gamedev-skills/awesome-gamedev-agent-skills
Plan, generate, source, normalize, and validate cohesive visual game assets.
gamedev-skills/awesome-gamedev-agent-skills
Build production Roblox interfaces with ScreenGui/PlayerGui lifecycle, responsive UDim2 layouts, safe insets, reusable editable Instances, cross-device input and selection, restrained motion…
gamedev-skills/awesome-gamedev-agent-skills
Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system (response curves — linear, exponential…
gamedev-skills/awesome-gamedev-agent-skills
Structure a Bevy app around its Entity Component System: build the App with plugins, define Component/Resource types, write systems with Query/Res/Commands, filter and order systems, and use the…
gamedev-skills/awesome-gamedev-agent-skills
Build a card game: card data, deck/hand/discard zones, draw/shuffle/reshuffle, a turn structure, costs, and effect resolution.
gamedev-skills/awesome-gamedev-agent-skills
Build a first-person shooter: move+mouse-look controller, hitscan or projectile shooting, weapons, health, and enemy AI.
Works with
Categories
Structure and debug a LÖVE (Love2D) game in Lua: the love.load/update/draw loop, delta-time movement, input, and screen states. Love2d Core is an agent skill from gamedev-skills/awesome-gamedev-agent-skills.load/update/draw loop, delta-time movement, input, and screen states.
Love2d Core fits situations like: building a LÖVE 11.x game (main.lua.
Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill love2d-core -a claude-code`. Or copy the skill folder (skills/other-engines/love2d-core in gamedev-skills/awesome-gamedev-agent-skills) into .claude/skills/love2d-core in your project. Claude Code loads it when a task matches its description.
Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill love2d-core -a codex`. Or copy the skill folder (skills/other-engines/love2d-core in gamedev-skills/awesome-gamedev-agent-skills) into .agents/skills/love2d-core in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill love2d-core -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/love2d-core, .gemini/skills/love2d-core, .github/skills/love2d-core and .opencode/skills/love2d-core in your project.
SKILL.md names no scripts, command-line tools or credentials: Love2d Core is instructions for the agent only.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Love2d Core is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.6k tokens (SKILL.md is roughly 6.3k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 1.2k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Love2d Core: Sync Simplegraphic (atty303/pob-web, 103 stars), Dota2 Game Logic (XavierCHN/x-template, 217 stars), Defold Scripts Editing (selimanac/defold-astar, 111 stars) and Monarch Screen Setup (selimanac/defold-astar, 111 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
gamedev-skills (a GitHub organization) maintains it in gamedev-skills/awesome-gamedev-agent-skills, which has 1,389 GitHub stars. The repository holds 53 skills in this directory. The repository was last updated on October 9, 2026.
Source: gamedev-skills/awesome-gamedev-agent-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.