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 β Cell β CUDA β 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-dslProvides 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 Β· TILEGRID Β· CONTROLBLOCK Β· POOL Β· EVENT Β· DISPATCHER
Use this skill to:
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.
When invoked, produce:
"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."
assets/quick_card.md β One-page referencereferences/architecture_mapping.md β Platform translation table + full code examplesreferences/example_shooter.md β Classic shooter loopreferences/example_mall_tick.md β GLITCHDEXMALL zone simreferences/example_npc_step.md β NPC state machine stepAI Usage Analysis
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