building-router

SKILL.md

Building Mechanics Router

Routes to 9 specialized skills based on game requirements.

Routing Protocol

  1. Classify — Single/multiplayer + scale + core features
  2. Match — Apply signal matching rules below
  3. Combine — Most games need 3-5 skills together
  4. Load — Read matched SKILL.md files before implementation

Quick Route

Tier 1: Core Mechanics

Need Skill Signals
Spatial queries, collision performance-at-scale slow, lag, optimize, spatial, collision, thousands
Stability, damage, collapse structural-physics stability, collapse, support, damage, Fortnite, Rust, Valheim
Network sync, prediction multiplayer-building network, multiplayer, sync, server, latency, authoritative

Tier 2: Enhanced Features

Need Skill Signals
Slopes, foundations, anchoring terrain-integration slope, terrain, foundation, ground, pillar, heightmap
Timer decay, Tool Cupboard decay-upkeep decay, upkeep, maintenance, tool cupboard, abandoned
Blueprints, undo/redo, preview builder-ux blueprint, prefab, undo, redo, ghost, preview, selection

Tier 3: Platform & Reference

Need Skill Signals
Touch, VR, accessibility platform-building mobile, touch, VR, hand tracking, colorblind
Design analysis, trade-offs case-studies-reference how does Fortnite/Rust do, compare games, trade-offs

Signal Priority

When multiple signals present:

  1. Multiplayer explicitmultiplayer-building required
  2. Scale indicator → >1000 pieces triggers performance-at-scale
  3. Persistence → Long-running servers trigger decay-upkeep
  4. Platform constraint → Mobile/VR triggers platform-building
  5. Defaultstructural-physics always relevant for building games

Common Combinations

Full Survival (Rust-style, 6 skills)

performance-at-scale → spatial indexing
structural-physics → stability + damage
multiplayer-building → networking
terrain-integration → foundations on slopes
decay-upkeep → Tool Cupboard + upkeep
builder-ux → blueprints + undo

Battle Royale Building (2 skills)

performance-at-scale → fast collision
multiplayer-building → low-latency sync

Single-Player Builder (3-4 skills)

structural-physics → stability + damage
terrain-integration → natural terrain
builder-ux → blueprints + undo
performance-at-scale → if >1000 pieces

Persistent Server (4 skills)

multiplayer-building → networking
structural-physics → stability
decay-upkeep → automatic cleanup
performance-at-scale → entity management

Decision Table

Mode Scale Terrain Skills
Single <1K Grid physics + ux
Single <1K Natural physics + terrain + ux
Single >1K Any performance + physics + ux
Multi Fast Any performance + multiplayer
Multi Survival Any performance + physics + multiplayer + decay
Multi Persistent Any performance + physics + multiplayer + decay + ux

Integration Order

When combining skills, wire in this sequence:

  1. Spatial index → Query foundation for all other systems
  2. Validator → Uses spatial for neighbor/support detection
  3. Damage → Uses spatial for cascade radius
  4. Network → Broadcasts all state changes
  5. Client prediction → Uses local spatial + validator

Fallback

  • No scale stated → Ask: "How many pieces expected?"
  • Unclear mode → Ask: "Single-player or multiplayer?"
  • Generic "building game" → Start with structural-physics + builder-ux

Reference

See references/integration-guide.md for complete wiring patterns and code examples.

Weekly Installs
28
GitHub Stars
7
First Seen
Jan 23, 2026
Installed on
gemini-cli23
codex23
opencode23
claude-code21
github-copilot20
cursor20