primitives-dslUniversal 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.
Install via ClawdBot CLI:
clawdbot install stusatwork-oss/primitives-dslGrade Fair — based on market validation, documentation quality, package completeness, maintenance status, and authenticity signals.
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https://github.com/anthropics/skillsAudited Apr 17, 2026 · audit v1.0
Generated Mar 21, 2026
Design a portable game loop for a 2D action game targeting PC and mobile, using LOOP for update cycles, TILEGRID for level layout, and POOL for managing projectiles. This ensures consistent performance and easy adaptation to different hardware architectures like CUDA for PC and ECS for mobile.
Refactor a chaotic 68K-era simulation codebase into a structured system by mapping old routines to primitives like CONTROLBLOCK for state management and DISPATCHER for event handling. This facilitates integration with modern ECS engines while preserving core logic.
Use the primitives to explain game engine architecture to AI agents, providing clear examples like EVENT routing and TILEGRID indexing. This helps in generating code or debugging systems with minimal ambiguity in collaborative AI-human projects.
Design a constrained simulation for IoT or edge devices by applying LOOP for efficient time slicing and POOL for bounded resource allocation. This ensures the system runs smoothly on limited hardware while maintaining portability across platforms.
Create worked examples to teach students how to translate between different architectures, such as mapping Cell processor workflows to CUDA kernels using DISPATCHER and EVENT primitives. This aids in understanding cross-platform development principles.
Offer expert consulting to game studios and software companies for refactoring legacy code or designing portable systems using the primitives-dsl. Revenue comes from project-based fees and ongoing support contracts.
Develop a cloud-based tool that automates the generation of Primitive Maps and Dataflow Sketches from user inputs, helping teams streamline architecture design. Revenue is generated through subscription tiers based on usage and features.
Provide online courses and certification in universal game architecture, using the primitives-dsl as a core curriculum. Revenue streams include course fees, certification exams, and corporate training packages.
💬 Integration Tip
Start by mapping existing system components to the six primitives using tables, then iteratively refine the Dataflow Sketch to ensure clear event routing and state management.
Scored Apr 19, 2026
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