axiom-games

Guide Apple game architecture across SpriteKit, SceneKit, and RealityKit.

34|2|Updated Mar 16, 2026
One-click install
npx skills add https://github.com/DengNaichen/Stet --skill axiom-games
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: axiom-games
Source: https://github.com/DengNaichen/Stet/tree/main/.agents/skills/axiom-games
Command: npx skills add https://github.com/DengNaichen/Stet --skill axiom-games

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) and references (resource) components.

What problem does it solve?

This skill resolves the complexity of choosing and implementing the correct Apple game framework, preventing common pitfalls like physics tunneling, draw call bloat, and input handling fragmentation.

Core Features & Use Cases

  • Framework Selection: Provides a clear decision tree for SpriteKit, SceneKit, and RealityKit based on project requirements.
  • Performance Optimization: Includes diagnostic checklists for physics bitmasks, draw call batching, and memory management.
  • Input Unification: Simplifies the integration of touch controls and game controllers into a single pipeline.

Quick Start

Invoke the axiom-games skill to receive a guided architecture plan for your new SpriteKit or RealityKit project.

Frequently Asked Questions about axiom-games

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I choose between SpriteKit, SceneKit, and RealityKit for my game?

Choosing between SpriteKit, SceneKit, and RealityKit depends on your specific project requirements. A structured decision tree evaluates your game's 2D or 3D needs to recommend the correct Apple framework architecture.

How do I prevent physics tunneling in SceneKit and SpriteKit?

To prevent physics tunneling in SpriteKit and SceneKit, you must configure physics bitmasks correctly. Applying specific performance patterns for node management and collision detection resolves these common physics issues.

What is the best way to unify touch controls and game controller input on Apple platforms?

The best way to unify touch controls and game controller input is to integrate them into a single pipeline. This input unification approach simplifies managing diverse input methods across Apple platforms.

How do I optimize draw call batching for RealityKit rendering pipelines?

To optimize draw call batching in RealityKit rendering pipelines, you must adhere to specific Metal-based rendering patterns. Using diagnostic checklists for memory management and node handling effectively reduces draw call bloat.

Does this game development approach support Metal-based rendering optimization?

Yes, this game development approach supports Metal-based rendering optimization. It provides architectural guidance requiring adherence to specific performance patterns for node management and Metal rendering pipelines.

Why does physics tunneling happen in Apple game frameworks?

Physics tunneling happens in Apple game frameworks when collision detection fails due to incorrect physics bitmask configuration. Resolving this requires applying specific performance patterns for node management and physics setup.