Skill: stusatwork-oss/primitives-dsl (version 1.0.0)

--- name: primitives-dsl description: "Universal game architecture DSL with six primitives (LOOP, TILEGRID, CONTROLBLOCK, POOL, EVENT, DISPATCHER). Use when: (1) designing portable game/sim loops, (2) translating between architectures (68K ↔ Cell ↔ CUDA ↔ ECS), (3) explaining engine structure to AI agents, (4) refactoring chaos into explicit state + flow. Invocation produces: Primitive Map, Dataflow Sketch, Worked Example, Portability Notes." --- # primitives-dsl — Universal Game Architecture Patterns ## What this skill does Provides a small, portable DSL of **six universal primitives** that appear across 68K-era loops, Cell/PPU+SPU orchestration, CUDA/GPU kernels, and modern ECS engines. Primitives: **LOOP** · **TILEGRID** · **CONTROLBLOCK** · **POOL** · **EVENT** · **DISPATCHER** Use this skill to: - Design a game/sim loop that ports cleanly across platforms - Translate between architectures (68K ↔ Cell ↔ CUDA ↔ ECS) - Explain engine structure to AI agents with minimal ambiguity - Produce "worked examples" using the same primitive vocabulary every time ## When to use it - Starting a new subsystem and want a portable mental model - Refactoring chaos into explicit state + flow - Mapping legacy code to modern patterns - Designing constrained-device / edge / "shareware for the future" loops ## When NOT to use it - Don't invent new primitives (keep the vocabulary stable) - Don't debate engine religion (Unity vs Unreal vs custom). Translate, don't preach. - Don't skip the concrete artifact: **every use must end in a diagram, table, or pseudocode** ## The DSL (definitions) **LOOP** A repeated update cycle with explicit phases. Owns time slicing and ordering. **TILEGRID** A spatial index with stable adjacency rules (2D/3D grids, nav tiles, zone cells, chunk maps). **CONTROLBLOCK** A compact, authoritative state record (flags, counters, handles, timers) used to coordinate behavior and enforce constraints. **POOL** A bounded allocator for frequently-created things (entities, bullets, particles, jobs). No unbounded `new` in hot paths. **EVENT** A structured message representing "something happened" with minimal payload and explicit routing metadata. **DISPATCHER** Routes work and events to handlers (CPU threads, SPUs, GPU kernels, ECS systems). Also where scheduling policy lives. ## Output contract (what you must produce) When invoked, produce: 1. **Primitive Map** — Identify which parts of the system correspond to each primitive 2. **Dataflow Sketch** — Text diagram or table describing movement of state/events 3. **One Worked Example** — Or cite an existing example file 4. **Portability Notes** — How this maps to 68K / Cell / CUDA / ECS ## Invocation patterns (copy/paste prompts) ``` "Apply primitives-dsl to design a loop for ___ . Provide a Primitive Map + Dataflow + Portability." "Translate this architecture into LOOP/TILEGRID/CONTROLBLOCK/POOL/EVENT/DISPATCHER." "Given these constraints (___), propose a primitives-dsl design and a worked example." ``` ## Guardrails / style rules - Use primitive names in **ALL CAPS** - Prefer **tables** over paragraphs for mappings - Use **tight pseudocode** (no full implementations) - Always name the CONTROLBLOCK fields explicitly - Always specify POOL bounds (even if guessed) - EVENTS must have a routing key or channel - DISPATCHER must declare policy: FIFO, priority, fixed-step, budgeted, etc. ## References - **Quick Card**: [`assets/quick_card.md`](assets/quick_card.md) — One-page reference - **Architecture Mapping**: [`references/architecture_mapping.md`](references/architecture_mapping.md) — Platform translation table + full code examples - **Worked Examples**: - [`references/example_shooter.md`](references/example_shooter.md) — Classic shooter loop - [`references/example_mall_tick.md`](references/example_mall_tick.md) — GLITCHDEXMALL zone sim - [`references/example_npc_step.md`](references/example_npc_step.md) — NPC state machine step ## External Resources - [Anthropic Skills Repository](https://github.com/anthropics/skills) — Skill creation patterns - [Alien Bash II](https://github.com/) — 68K source extraction (Glenn Cumming, open domain) - NVIDIA CUDA Programming Guide — Modern GPU primitive patterns - Cell Broadband Engine Programming Handbook — SPE work distribution


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