Engine setup
Thin core + domain sets for a fast, stack-aware project start. Cross-agent (Claude Code, Cursor, Codex, Gemini) via the SKILL.md standard. MIT.
npx -y skills add Neznakometz/StackForge --skill engine-setupAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
One thing to look at
- 0 stars0 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.
What its author says it does
Copied from the file, not written here
Choosing and setting up a game engine — Godot 4, Unity, Unreal 5. Apply when starting a game project and when setting up the structure for the engine.
SKILL.md
1.2 KB, as published. Nobody here has run it
Engine setup
Choose ONE engine for the project; activate the corresponding conventions and path-scoped rules.
| Engine | When | Specialists |
|---|---|---|
| Godot 4 | 2D/3D indie, open stack, lightweight | GDScript, shaders, GDExtension |
| Unity | cross-platform, large asset store, mobile | DOTS/ECS, shaders/VFX, Addressables, UI Toolkit |
| Unreal 5 | high-fidelity 3D, AAA graphics | GAS, Blueprints, replication, UMG/CommonUI |
Path-scoped rules (by layer)
src/gameplay/**→ data-driven values, delta-time, no references to the UI.src/core/**→ no allocations in the hot path, thread safety, stable API.src/ui/**→ does not own game state, localizable, accessible.prototypes/**→ relaxed standards, README + hypothesis required.
Rules
- Heavy logic — data-driven and testable; do not bloat the per-frame
Update. - The structure isolates the engine: business logic is separated from the engine API as much as possible.
- One engine per project; switching — through an ADR.