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pc-games

PC and console game development principles. Engine selection, platform features, optimization strategies.

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技能内容

PC/Console Game Development

> Engine selection and platform-specific principles.


1. Engine Selection

Decision Tree

What are you building?
│
├── 2D Game
│   ├── Open source important? → Godot
│   └── Large team/assets? → Unity
│
├── 3D Game
│   ├── AAA visual quality? → Unreal
│   ├── Cross-platform priority? → Unity
│   └── Indie/open source? → Godot 4
│
└── Specific Needs
    ├── DOTS performance? → Unity
    ├── Nanite/Lumen? → Unreal
    └── Lightweight? → Godot

Comparison

| Factor | Unity 6 | Godot 4 | Unreal 5 |

|--------|---------|---------|----------|

| 2D | Good | Excellent | Limited |

| 3D | Good | Good | Excellent |

| Learning | Medium | Easy | Hard |

| Cost | Revenue share | Free | 5% after $1M |

| Team | Any | Solo-Medium | Medium-Large |


2. Platform Features

Steam Integration

| Feature | Purpose |

|---------|---------|

| Achievements | Player goals |

| Cloud Saves | Cross-device progress |

| Leaderboards | Competition |

| Workshop | User mods |

| Rich Presence | Show in-game status |

Console Requirements

| Platform | Certification |

|----------|--------------|

| PlayStation | TRC compliance |

| Xbox | XR compliance |

| Nintendo | Lotcheck |


3. Controller Support

Input Abstraction

Map ACTIONS, not buttons:
- "confirm" → A (Xbox), Cross (PS), B (Nintendo)
- "cancel" → B (Xbox), Circle (PS), A (Nintendo)

Haptic Feedback

| Intensity | Use |

|-----------|-----|

| Light | UI feedback |

| Medium | Impacts |

| Heavy | Major events |


4. Performance Optimization

Profiling First

| Engine | Tool |

|--------|------|

| Unity | Profiler Window |

| Godot | Debugger → Profiler |

| Unreal | Unreal Insights |

Common Bottlenecks

| Bottleneck | Solution |

|------------|----------|

| Draw calls | Batching, atlases |

| GC spikes | Object pooling |

| Physics | Simpler colliders |

| Shaders | LOD shaders |


5. Engine-Specific Principles

Unity 6

  • DOTS for performance-critical systems
  • Burst compiler for hot paths
  • Addressables for asset streaming

Godot 4

  • GDScript for rapid iteration
  • C# for complex logic
  • Signals for decoupling

Unreal 5

  • Blueprint for designers
  • C++ for performance
  • Nanite for high-poly environments
  • Lumen for dynamic lighting

6. Anti-Patterns

| ❌ Don't | ✅ Do |

|----------|-------|

| Choose engine by hype | Choose by project needs |

| Ignore platform guidelines | Study certification requirements |

| Hardcode input buttons | Abstract to actions |

| Skip profiling | Profile early and often |


> Remember: Engine is a tool. Master the principles, then adapt to any engine.

When to Use

This skill is applicable to execute the workflow or actions described in the overview.

Limitations

  • Use this skill only when the task clearly matches the scope described above.
  • Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
  • Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.

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