blow_skill

This skill helps you design game engines and languages inspired by Jonathan Blow, prioritizing programmer productivity and compile-time efficiency.
  • Python

3

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

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npx veilstrat add skill copyleftdev/sk1llz --skill blow

  • SKILL.md9.6 KB

Overview

This skill teaches how to design languages and write game engine code in the style of Jonathan Blow. It emphasizes programmer productivity, compile-time execution, explicit memory and performance control, and rejecting complexity that does not serve the programmer. Use it to shape practical, fast-to-iterate systems and language features for game development and creative tools.

How this skill works

The skill inspects language and engine design choices against Blow-style principles: prioritize compile-time work, zero hidden costs, simple readable syntax, and fast compilation. It generates patterns and concrete code ideas like compile-time table generation, SOA/AOS support, explicit allocators, zero-cost iteration, and clear game loops. It also recommends trade-offs and rejects features that add accidental complexity or obscure performance costs.

When to use it

  • Designing a new game programming language or DSL
  • Rewriting a game engine for performance and iteration speed
  • Choosing memory and data-layout strategies (SOA vs AOS)
  • Adding metaprogramming or compile-time computation to tooling
  • Optimizing build times and developer iteration loops

Best practices

  • Favor compile-time computation over runtime work when it simplifies runtime code
  • Make common operations trivial and explicit; avoid boilerplate for basic tasks
  • Expose memory and performance costs; avoid hidden allocations or implicit copying
  • Design for fast incremental compilation and short edit-compile-test cycles
  • Provide explicit polymorphism and predictable error handling (no hidden vtables or exceptions)

Example use cases

  • Generate lookup tables and asset metadata at compile time to remove runtime cost
  • Design an allocator API and frame allocator for deterministic memory usage
  • Implement SOA support to improve cache and SIMD performance in entity systems
  • Create a concise module system that avoids header-file style duplication and speeds builds
  • Prototype language-level metaprogramming that can read files and emit code during compilation

FAQ

Not necessarily. The style prefers practical safety that does not slow iteration. It favors explicit mechanisms you can reason about rather than implicit protections that hide costs.

How do compile-time features affect build systems?

They can simplify runtime while increasing compile-time work. The goal is fast compiles and incremental rebuilds so that more compile-time work still yields faster developer iteration.

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blow skill by copyleftdev/sk1llz | VeilStrat