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Install
$ agentstack add skill-mrcalderon3d-everything-game-dev-code-input-abstraction ✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
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Input Abstraction
Purpose
Design input around player intent and supported device families instead of hardcoding device-specific behavior everywhere.
Use When
- multiple input devices are supported
- rebinds or accessibility matter
- UI and gameplay input are becoming tangled
Inputs
- action list
- supported devices
- UI flow
- accessibility requirements
Process
- define actions by intent
- separate raw device input from gameplay/UI action handling
- document action states and context switching
- support rebinding and persistence where needed
- test edge cases around focus, pause, and overlays
Outputs
- action map
- context model
- device support notes
- rebinding requirements
Quality Bar
- gameplay consumes named actions, never raw device inputs
- rebinding, device switching, and multiple control schemes work without touching gameplay code
- input contexts (gameplay, menu, cutscene) are explicit, with defined push/pop behavior
- dead zones, buffering, and repeat behavior are configured per action, not hardcoded
Common Failure Modes
- raw key or button checks scattered through gameplay code
- input consumed by multiple contexts at once (menu and gameplay both react)
- device-specific assumptions that break on controller or touch
- buffering and coyote-time tuning embedded in mechanics instead of the input layer
Related Agents
- ui-programmer
- accessibility-reviewer
- gameplay-programmer
Related Commands
- ui-flow-review
- verify
- tech-design
Notes
- Keep this skill aligned with the relevant rules layer and current project documentation.
- If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: MRCalderon3D
- Source: MRCalderon3D/everything-game-dev-code
- License: MIT
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.