mirror of
https://github.com/Donchitos/Claude-Code-Game-Studios.git
synced 2026-06-27 04:51:46 +00:00
Game Studio Agent Architecture — complete setup (Phases 1-7)
48 coordinated Claude Code subagents for indie game development: - 3 leadership agents (creative-director, technical-director, producer) - 10 department leads (game-designer, lead-programmer, art-director, etc.) - 23 specialist agents (gameplay, engine, AI, networking, UI, tools, etc.) - 12 engine-specific agents (Godot, Unity, Unreal with sub-specialists) Infrastructure: - 34 skills (slash commands) for workflows, reviews, and team orchestration - 8 hooks for commit validation, asset checks, session management - 11 path-scoped rules enforcing domain-specific standards - 28 templates for design docs, reports, and collaborative protocols Key features: - User-driven collaboration protocol (Question → Options → Decision → Draft → Approval) - Engine version awareness with knowledge-gap detection (Godot 4.6 pinned) - Phase gate system for development milestone validation - CLAUDE.md kept under 80 lines with extracted doc imports Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
44
.claude/rules/shader-code.md
Normal file
44
.claude/rules/shader-code.md
Normal file
@@ -0,0 +1,44 @@
|
||||
---
|
||||
paths:
|
||||
- "assets/shaders/**"
|
||||
---
|
||||
|
||||
# Shader Code Standards
|
||||
|
||||
All shader files in `assets/shaders/` must follow these standards to maintain
|
||||
visual quality, performance, and cross-platform compatibility.
|
||||
|
||||
## Naming Conventions
|
||||
- File naming: `[type]_[category]_[name].[ext]`
|
||||
- `spatial_env_water.gdshader` (Godot)
|
||||
- `SG_Env_Water` (Unity Shader Graph)
|
||||
- `M_Env_Water` (Unreal Material)
|
||||
- Use descriptive names that indicate the material purpose
|
||||
- Prefix with shader type: `spatial_`, `canvas_`, `particles_`, `post_`
|
||||
|
||||
## Code Quality
|
||||
- All uniforms/parameters must have descriptive names and appropriate hints
|
||||
- Group related parameters (Godot: `group_uniforms`, Unity: `[Header]`, Unreal: Category)
|
||||
- Comment non-obvious calculations (especially math-heavy sections)
|
||||
- No magic numbers — use named constants or documented uniform values
|
||||
- Include authorship and purpose comment at the top of each shader file
|
||||
|
||||
## Performance Requirements
|
||||
- Document the target platform and complexity budget for each shader
|
||||
- Use appropriate precision: `half`/`mediump` on mobile where full precision isn't needed
|
||||
- Minimize texture samples in fragment shaders
|
||||
- Avoid dynamic branching in fragment shaders — use `step()`, `mix()`, `smoothstep()`
|
||||
- No texture reads inside loops
|
||||
- Two-pass approach for blur effects (horizontal then vertical)
|
||||
|
||||
## Cross-Platform
|
||||
- Test shaders on minimum spec target hardware
|
||||
- Provide fallback/simplified versions for lower quality tiers
|
||||
- Document which render pipeline the shader targets (Forward/Deferred, URP/HDRP, Forward+/Mobile/Compatibility)
|
||||
- Do not mix shaders from different render pipelines in the same directory
|
||||
|
||||
## Variant Management
|
||||
- Minimize shader variants — each variant is a separate compiled shader
|
||||
- Document all keywords/variants and their purpose
|
||||
- Use feature stripping where possible to reduce build size
|
||||
- Log and monitor total variant count per shader
|
||||
Reference in New Issue
Block a user