Install
$ agentstack add skill-rondorkerin-gamestack-engine-router ✓ 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.
Verified badge
Passed review? Show it. Paste this badge into your README, it links to the public security report.
Reliability & compatibility
Declared compatibility
Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.
We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.
How agent discovery & health will work →About
Engine Router
Preamble (auto-loaded)
!cat "${CLAUDE_PLUGIN_ROOT}/shared/PREAMBLE.md"; echo; cat "${CLAUDE_PLUGIN_ROOT}/ETHOS.md"
> FALLBACK: if the line above rendered literally or empty (disableSkillShellExecution), > Read ${CLAUDE_PLUGIN_ROOT}/shared/PREAMBLE.md and ${CLAUDE_PLUGIN_ROOT}/ETHOS.md now > and follow PREAMBLE.md as instructions, then continue.
gamestack splits a game into two jobs: the design brain (engine-agnostic, first-party) and the engine hands (per-platform, the curated engine packs). This skill is the design→engine handoff — it consumes the finished design bible and sends implementation to whichever engine pack owns the target platform. It does not sequence design phases (that is game-design-process); it only routes a ready design to code.
The preamble has already detected the engine and loaded ${CLAUDE_PLUGIN_ROOT}/overlays/.md — that overlay holds the spec→pack-skill mapping for this target. Use it as the translation table below.
When to use this
- A design/spec is ready and it's time to write engine code
- Choosing a target engine, or supporting more than one
- Mid-build, deciding "is this a design question or an engine question?" and pulling the right skill
The core stance
- Design once, implement per engine. The world bible, systems, combat feel, and procgen rules from the foundation skills are engine-independent. Don't re-derive them inside an engine — translate them.
- Never put design logic in an engine skill, or engine APIs in a design skill. If you're reaching for
Node/Actor/THREE.Scenewhile still deciding what interesting decision a system creates, stop — that's a foundation question (game-design-fundamentals). - One spec, one handoff artifact. The design pipeline's output (specs, content, quality verdicts) is the contract the engine pack consumes. Engine choice never changes the spec.
Routing table
| Phase / question | Layer | Skill to pull | |------------------|-------|---------------| | Concept, pillars, core loop, "is this an interesting decision?" | Foundation (design) | game-design-fundamentals | | World structure, navigation, spatial pacing | Foundation (design) | open-world-design | | Generating + reviewing content without sameness | Foundation (design) | procedural-generation, procgen-review | | Combat & game feel (juice, telegraphing, encounters) | Foundation (design) | combat-design | | Sequencing the whole design end to end | Foundation (process) | game-design-process | | Implement in Godot 4.x (GDScript, systems, optimization, export) | Engine hands | godot pack (/plugin install godot@gamestack) | | Implement in Unreal (C++ gameplay framework, rendering, networking) | Engine hands | unreal pack (/plugin install unreal@gamestack) | | Debug a Unity build (logging, runtime commands, watching) | Engine hands | unity-jahro pack (/plugin install unity-jahro@gamestack) | | Implement in Unity (general authoring) | Engine hands | ⬜ roadmap — no curated pack yet; use general C#/Unity knowledge + the foundation specs | | Implement in Three.js / web | Engine hands | ⬜ roadmap — no curated pack yet; use the foundation specs + general Three.js knowledge |
The handoff procedure
- Confirm the engine. The preamble already detected it and loaded the overlay; if it had to ask, the answer is now in
./.gamestack/bible/engine. Don't guess silently. - Confirm the bible/spec exists. Implementation consumes the design bible (
./.gamestack/bible/). If it's empty or missing, route back togame-design-processfirst — don't improvise design inside engine code. - Install / confirm the engine pack for the target (per the loaded overlay). If the platform is a roadmap gap (Unity-general, Three.js), say so explicitly and fall back to the bible specs plus general engine knowledge — never silently pretend a pack exists.
- Translate, don't redesign. Use the overlay's spec→pack-skill mapping: each
systems.md/world.mdentry maps to a named engine-pack skill. Design intent is fixed; only the implementation is engine-specific. - Keep the loop closed. Bugs in feel or balance go back to the foundation skill that owns them (and update the bible); bugs in implementation stay in the engine pack.
The one rule
> The spec is engine-independent; the code is engine-specific. This skill is the only place the two meet. Cross-contaminate them and you'll be redoing design work in every engine you port to.
Output
End with a completion status per the preamble protocol: DONE (engine confirmed, pack installed, spec→skill mapping handed off) / DONEWITHCONCERNS (e.g. a roadmap-gap engine) / BLOCKED / NEEDS_CONTEXT (e.g. empty bible — route back to game-design-process).
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: rondorkerin
- Source: rondorkerin/gamestack
- 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.