Dev Story
Donchitos/Claude-Code-Game-Studios
Implement a story: ADR guidelines, right programmer agent, code plus test.
Build a PixiJS v8 render layer: create the async Application, load textures with Assets, compose the scene graph with Container and Sprite, drive the ticker loop, wire pointer events, and group…
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill pixijs-rendering -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills pixijs-rendering --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/web-engines/pixijs-rendering .claude/skills/pixijs-rendering && 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 "pixijs-rendering" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/web-engines/pixijs-rendering into .claude/skills/pixijs-rendering/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "pixijs-rendering", 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/web-engines/pixijs-renderingType 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 pixijs-rendering -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills pixijs-rendering --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/web-engines/pixijs-rendering .agents/skills/pixijs-rendering && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "pixijs-rendering" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/web-engines/pixijs-rendering into .agents/skills/pixijs-rendering/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "pixijs-rendering", 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 pixijs-rendering -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills pixijs-rendering --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/web-engines/pixijs-rendering .cursor/skills/pixijs-rendering && 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 "pixijs-rendering" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/web-engines/pixijs-rendering into .cursor/skills/pixijs-rendering/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "pixijs-rendering", 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/web-engines/pixijs-rendering--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 pixijs-rendering -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills pixijs-rendering --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/web-engines/pixijs-rendering .gemini/skills/pixijs-rendering && 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 "pixijs-rendering" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/web-engines/pixijs-rendering into .gemini/skills/pixijs-rendering/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "pixijs-rendering", 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 pixijs-renderingInstalls 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 pixijs-rendering -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/web-engines/pixijs-rendering .github/skills/pixijs-rendering && 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 "pixijs-rendering" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/web-engines/pixijs-rendering into .github/skills/pixijs-rendering/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "pixijs-rendering", 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 pixijs-rendering -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 pixijs-rendering --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/web-engines/pixijs-rendering .opencode/skills/pixijs-rendering && 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 "pixijs-rendering" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/web-engines/pixijs-rendering into .opencode/skills/pixijs-rendering/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "pixijs-rendering", 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.
pixijs-renderingBuild a PixiJS v8 render layer: create the async Application, load textures with Assets, compose the scene graph with Container and Sprite, drive the ticker loop, wire pointer events, and group…
Pixijs Rendering is an agent skill from gamedev-skills/awesome-gamedev-agent-skills. Build a PixiJS v8 render layer: create the async Application, load textures with Assets, compose the scene graph with Container and Sprite, drive the ticker loop, wire pointer events, and group draws with render groups. Use when building or debugging PixiJS v8 — when the user mentions PixiJS, Pixi, Application, app.stage, Container, Sprite, Assets.load, app.ticker, or eventMode. Pins the v8 async init() API.
Its SKILL.md is about 2.3k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/assets-and-display.md`).
It sits in Game Development. 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.
6 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 javascript).
From the folder's file list and the shell code blocks in SKILL.md.
Hosts in commands or code, which the agent is likely to contact:
pixijs.comFrom 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.
Pixijs Rendering loads about 2.3k tokens when it runs, and up to ~3.7k if it reads all its reference files. Until then it costs about 107 tokens; SKILL.md has 715 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). 715 words, ~2,311 tokens.
.claude/skills/pixijs-rendering/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.Set up and structure a PixiJS 8.21 application: the async Application, asset
loading via Assets, the Container/Sprite scene graph, the ticker loop,
pointer events, and render groups. Pins the 8.21 API (async init, unified
Assets, eventMode).
package.json depends on pixi.js (v8) and code does
import { Application } from 'pixi.js'.When not to use: Phaser's scene/loader model → phaser-core. 3D scenes →
threejs-scene-setup. PixiJS v7-and-earlier code (synchronous new Application({...}), Loader, beginFill/endFill) needs the v8 migration first;
this skill targets v8 only. (interactive = true still works in v8 as an alias for
eventMode = 'static', but prefer the explicit eventMode.)
await the Application. In v8, new Application() is empty;
configuration happens in await app.init({...}). Append app.canvas (not
app.view) to the DOM. Wrap top-level await in an async function for bundlers.Assets. await Assets.load(url) returns a Texture. For
many assets, register a manifest/bundle and load by name. There is no v7 Loader.app.stage (a Container).
Group related objects in Containers; child transforms are relative to the
parent. Draw order = insertion order (later = on top).app.ticker.add((ticker) => {...}). Scale motion by
ticker.deltaTime (frames, ~1 at 60fps) or ticker.deltaMS (milliseconds) so
speed is frame-rate independent.eventMode = 'static' (or 'dynamic'),
then obj.on('pointerdown', ...). Federated pointer events cover mouse/touch/pen.isRenderGroup: true) so the
GPU caches their transforms. Profile before and after; confirm pixels on screen.import { Application, Assets, Sprite } from 'pixi.js';
(async () => {
// v8: construct empty, then await init(). Config does NOT go in the constructor.
const app = new Application();
await app.init({
background: '#1099bb',
resizeTo: window, // track the window size
antialias: true,
// preference: 'webgpu', // hint only; default order tries 'webgl' first.
// // Pixi falls back if the backend is unavailable —
// // branch on app.renderer.name, don't assume it took.
});
document.body.appendChild(app.canvas); // v8 uses app.canvas, not app.view
const texture = await Assets.load('https://pixijs.com/assets/bunny.png');
const bunny = new Sprite(texture);
bunny.anchor.set(0.5);
bunny.position.set(app.screen.width / 2, app.screen.height / 2);
app.stage.addChild(bunny);
})();import { Container, Sprite } from 'pixi.js';
const world = new Container();
app.stage.addChild(world);
// Children are positioned relative to `world`; move/scale/rotate the whole group
// by transforming the parent.
for (let i = 0; i < 10; i++) {
const coin = new Sprite(coinTexture);
coin.x = i * 40;
world.addChild(coin);
}
world.position.set(100, 100);
world.scale.set(2); // every coin scales with the containerlet elapsed = 0;
app.ticker.add((ticker) => {
// deltaTime ≈ 1 at 60fps; deltaMS is milliseconds since last frame.
elapsed += ticker.deltaMS;
bunny.rotation += 0.05 * ticker.deltaTime; // smooth at any frame rate
bunny.y = app.screen.height / 2 + Math.sin(elapsed / 500) * 50;
});bunny.eventMode = 'static'; // 'static' = interactive, doesn't move on its own
bunny.cursor = 'pointer'; // hover cursor; `buttonMode` was removed in v8
bunny.on('pointerdown', (event) => {
bunny.tint = 0xff0000;
// event.global is the pointer position in stage space.
});
bunny.on('pointerover', () => bunny.scale.set(1.1));
bunny.on('pointerout', () => bunny.scale.set(1.0));Dragging needs globalpointermove, not pointermove. In v8 pointermove fires
only while the pointer is over the object, so a drag that follows the cursor
past the object's edge stops updating. globalpointermove fires on every move:
let dragging = false;
bunny.on('pointerdown', () => { dragging = true; });
bunny.on('pointerup', () => { dragging = false; });
bunny.on('pointerupoutside', () => { dragging = false; }); // release off the object
bunny.on('globalpointermove', (event) => {
if (dragging) bunny.position.copyFrom(event.global);
});import { Assets } from 'pixi.js';
await Assets.init({
manifest: {
bundles: [{
name: 'level-1',
assets: [
{ alias: 'hero', src: 'assets/hero.png' },
{ alias: 'tiles', src: 'assets/tiles.png' },
],
}],
},
});
const bundle = await Assets.loadBundle('level-1'); // { hero: Texture, tiles: Texture }
const hero = new Sprite(bundle.hero);// A big, rarely-changing background subtree: let the GPU cache its transforms.
const background = new Container({ isRenderGroup: true });
app.stage.addChild(background);
// Add hundreds of static tiles to `background`. Moving `background` itself stays
// cheap; constantly re-adding/removing children negates the benefit.await app.init(), or you
configured the constructor. In v8 the constructor is empty; all options go to
init(). app.renderer/app.canvas/app.screen are undefined until the
init() promise resolves.app.view is undefined → v8 renamed it to app.canvas.Loader/loader.add → Assets.load (the Loader class is
gone); synchronous new Application({...}) → empty constructor + async init()
(options in the constructor are ignored with a deprecation warning, not an error);
beginFill()/endFill() → shape-first .rect(...).fill(...). interactive = true
and app.view still work as deprecated aliases.app.ticker.add((dt) => { obj.rotation += dt; }) compiles, but dt is the whole Ticker object, so the
math yields NaN and nothing animates. Read ticker.deltaTime off the argument.(async () => { ... })().ticker.deltaTime (~1 at
60fps) or scale by ticker.deltaMS; never assume 60fps. deltaTime is a
dimensionless multiplier, not milliseconds.eventMode is still 'passive' (the v8
default: self not interactive, children still are); set it to 'static' (or
'dynamic' for objects that move under a stationary cursor).pointermove fires only while the pointer is
over the object in v8; use globalpointermove for drag/global tracking.Texture.from(url) returns a blank/undefined texture → in v8 it only reads the
Assets cache; await Assets.load(url) first, then use the returned Texture.preference is a hint. If the backend is
unavailable Pixi falls back (WebGL, then Canvas); branch on app.renderer.name
before using backend-specific code.texture.source.scaleMode = 'nearest' (or pass it when loading).removeChild does not free GPU memory; call
sprite.destroy() and Assets.unload(url) for assets you're done with.app.destroy({ releaseGlobalResources: true }); otherwise pooled
batches/textures from the old app leak into the new one.Assets.add, background
loading, unloading) and Graphics/Text/TilingSprite/ParticleContainer plus
filters, read references/assets-and-display.md.phaser-core — a batteries-included 2D framework (scenes, physics, input).threejs-scene-setup — 3D in the browser with three.js.prototype-fast — greybox a playable slice quickly (often cites PixiJS).© 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/web-engines/pixijs-rendering of gamedev-skills/awesome-gamedev-agent-skills.
Open the folder on GitHubat commit 0a70cfc
Pixijs Rendering 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 |
|---|---|---|---|---|---|---|
| Pixijs Rendering this skillgamedev-skills/awesome-gamedev-agent-skills | 1.4k | — | ~2.3k | Automated safety check: Pass | Apache-2.0 | |
| Dev StoryDonchitos/Claude-Code-Game-Studios | 26k | — | ~2.4k | Automated safety check: Notes | MIT | |
| Blockbench Pluginsjasonjgardner/blockbench-mcp-plugin | 500 | — | ~2.8k | Automated safety check: Pass | GPL-3.0 | |
| Portal Connectgosuda/portal-tunnel | 308 | — | ~2.9k | Automated safety check: Pass | MIT | |
| Aibridge Development WorkflowFlameskyDexive/Legends-Of-Heroes | 928 | — | ~790 | Automated safety check: Pass | MIT | |
| Designvladikk/modularity | 555 | — | ~3.8k | Automated safety check: Pass | Custom licence |
Donchitos/Claude-Code-Game-Studios
Implement a story: ADR guidelines, right programmer agent, code plus test.
jasonjgardner/blockbench-mcp-plugin
Blockbench plugin/extension development for the 3D modeling tool.
gosuda/portal-tunnel
Reach, inspect, or consume a service that someone published through a Portal relay.
FlameskyDexive/Legends-Of-Heroes
AIBridge/Unity 项目的标准开发工作流。Use when creating, modifying, fixing, refactoring, or validating C code, Unity assets, prefabs, editor tools, package structure, tests, AGENTS.md, or local Skills.
vladikk/modularity
Designs modular high-level architectures from functional requirements and produces design documents for each module.
elix22/Sokol.NET
Sokol.NET framework development — use for ANY work in this repo: creating or debugging examples, building/running for desktop/Android/iOS/Web, writing or compiling shaders, adding a new C/C++…
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.
Categories
Build a PixiJS v8 render layer: create the async Application, load textures with Assets, compose the scene graph with Container and Sprite, drive the ticker loop, wire pointer events, and group…. Pixijs Rendering is an agent skill from gamedev-skills/awesome-gamedev-agent-skills. Build a PixiJS v8 render layer: create the async Application, load textures with Assets, compose the scene graph with Container and Sprite, drive the ticker loop, wire pointer events, and group draws with render groups.
Pixijs Rendering fits situations like: debugging PixiJS v8 — when the user mentions PixiJS.
Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill pixijs-rendering -a claude-code`. Or copy the skill folder (skills/web-engines/pixijs-rendering in gamedev-skills/awesome-gamedev-agent-skills) into .claude/skills/pixijs-rendering in your project. Claude Code loads it when a task matches its description.
Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill pixijs-rendering -a codex`. Or copy the skill folder (skills/web-engines/pixijs-rendering in gamedev-skills/awesome-gamedev-agent-skills) into .agents/skills/pixijs-rendering 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 pixijs-rendering -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/pixijs-rendering, .gemini/skills/pixijs-rendering, .github/skills/pixijs-rendering and .opencode/skills/pixijs-rendering in your project.
SKILL.md names no scripts, command-line tools or credentials: Pixijs Rendering is instructions for the agent only.
SKILL.md names 1 domain. In commands or code: pixijs.com; the agent is likely to contact it when it follows the instructions. 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.
Pixijs Rendering 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 2.3k tokens (SKILL.md is roughly 9.2k 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 1.4k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Pixijs Rendering: Dev Story (Donchitos/Claude-Code-Game-Studios, 26k stars), Blockbench Plugins (jasonjgardner/blockbench-mcp-plugin, 500 stars), Portal Connect (gosuda/portal-tunnel, 308 stars) and Aibridge Development Workflow (FlameskyDexive/Legends-Of-Heroes, 928 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.