axiom-ios-games_skill

This skill guides building 2D or 3D iOS games with SpriteKit, SceneKit, or RealityKit, covering architecture, input, rendering, and performance optimizations.
  • TypeScript

470

GitHub Stars

1

Bundled Files

2 months ago

Catalog Refreshed

4 months ago

First Indexed

Readme & install

Copy the install command, review bundled files from the catalogue, and read any extended description pulled from the listing source.

Installation

Preview and clipboard use veilstrat where the catalogue uses aiagentskills.

npx veilstrat add skill charleswiltgen/axiom --skill axiom-ios-games

  • SKILL.md12.3 KB

Overview

This skill centralizes guidance for building ANY 2D or 3D game, prototype, or interactive simulation across SpriteKit, SceneKit, and RealityKit on xOS. It routes you to focused sub-skills for architecture, API reference, diagnostics, and migration so you get precise, battle-tested advice for rendering, physics, ECS, and SwiftUI integration. Use it as the entry point for game-specific questions and workflows.

How this skill works

The skill inspects your intent (2D vs 3D, new project vs maintenance, API vs debugging) and routes to specialized modules: SpriteKit (architecture, best practices, diagnostics), SceneKit (maintenance and migration), and RealityKit (ECS, AR, modern 3D). Each route contains checklists, decision trees, reference tables, and diagnostic flows for common failure modes like physics contacts, performance drops, and invisible entities. It provides patterns, anti-patterns, and concrete migration or fix steps rather than abstract recommendations.

When to use it

  • Starting a new SpriteKit 2D game or prototype
  • Building a new 3D game with RealityKit or maintaining SceneKit code
  • Diagnosing physics, collisions, or rendering performance issues
  • Integrating SpriteKit/RealityKit with SwiftUI or app UI
  • Migrating SceneKit projects to RealityKit or mapping APIs
  • Optimizing game loop, delta time, or input/gesture handling

Best practices

  • Follow explicit bitmask discipline for physics categories; never rely on defaults
  • Use camera node patterns to separate viewport and HUD layers
  • Prefer pre-rendering expensive SKShapeNodes to textures for batching
  • Adopt ECS mental model in RealityKit and use systems for timed updates instead of Timer
  • Profile node/entity counts, draw calls, and component churn early and on target devices
  • Apply read-modify-write patterns for component updates and use weak captures in action closures

Example use cases

  • Route to SpriteKit when you need node types, actions, physics body creation, or draw-call optimization
  • Use SpriteKit diagnostics for contacts not firing, tunneling, or frame drops
  • Use RealityKit routes for ECS setup, collision-driven gestures, AR anchors, and performance tuning
  • Consult SceneKit routes when maintaining legacy SCN code or planning a migration to RealityKit
  • Open API reference modules for full action catalogs, component property lists, and SceneKit→RealityKit mapping tables

FAQ

Yes — use it as the default entry point. It dispatches you to the exact sub-skill that contains the concrete checklist or decision tree you need.

Which route for a new 3D AR game?

Use the RealityKit route for new 3D and AR projects. SceneKit is only for maintenance or planned, constrained migrations.

Physics contacts not firing in SpriteKit — where to start?

Run the SpriteKit diagnostics route: check the five-step bitmask checklist, debug overlays, and body types before changing update logic.

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axiom-ios-games skill by charleswiltgen/axiom | VeilStrat