game-code-review

Reviews game code for frame independence, hot path allocations, state machines, and resource lifecycle.

Updated Aug 11, 2026
One-click install
npx skills add https://github.com/zerox-core/AI_Game --skill game-code-review-zerox-core
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: game-code-review
Source: https://github.com/zerox-core/AI_Game/tree/main/.continue/skills/game-code-review
Command: npx skills add https://github.com/zerox-core/AI_Game --skill game-code-review-zerox-core

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Game code has failure modes that generic code review misses: frame-rate-dependent physics, per-frame heap allocations causing GC stutter, invalid state machine combinations, and leaked resources on scene transitions. This Skill applies game-specific checks alongside standard quality review so these issues are caught before they ship. ## Core Features & Use Cases - Eleven game-specific audits: delta time usage, hot path allocations, state management, frame-rate independence, resource cleanup, dependency direction, data-driven values, input handling, concurrency safety, AI-generated code anti-patterns, and magic numbers. - Structured severity-rated report: findings are classified Critical/Major/Minor with file and line references, plus an architecture map, positive highlights, and prioritized recommended actions. - Engine-aware review: checks are applied against the conventions of the project's engine (Godot, Unity, Unreal), with optional MCP integration for GitHub PR diffs and live engine verification. - Use Case: Before merging a combat system feature branch, run the review to catch a per-frame allocation in the particle update loop and a boolean-soup state machine that lets a character attack while dead. ## Quick Start Ask the AI to review your game code with this skill, for example: review the player controller and combat system in my Godot project for frame-rate and state machine issues.

Frequently Asked Questions about game-code-review

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

FAQPage Schema
How do I review game code for frame rate independence?

Audit all time-dependent calculations for delta time usage and confirm physics runs in fixed-timestep functions like _physics_process in Godot or FixedUpdate in Unity. Movement or force application in variable-rate update functions is flagged as critical.

What causes frame drops from per-frame memory allocations in games?

Heap allocations inside update loops trigger garbage collection pauses that players feel as frame drops. The review flags new objects, growing arrays, string concatenation, and closures in hot paths, recommending object pooling and pre-allocated buffers.

Does this code review work with Godot, Unity, and Unreal?

Yes, checks are applied against each engine's idioms rather than generic advice, such as Godot signals versus Unity events. Optional engine MCP servers enable live verification of code behavior inside the running editor.

How are AI-generated code anti-patterns detected in game code?

The review verifies every API call against the engine's current documentation to catch hallucinated methods, flags generic patterns that ignore built-in engine features, and checks for license compliance and missing AI attribution comments.

When should gameplay values be moved out of source code?

Any numeric value a designer might tune, such as damage, speed, cooldowns, or drop rates, should live in config files or data tables rather than code constants. This allows balancing and A/B testing without recompilation.

What are the limitations of a static game code review?

Static review cannot confirm actual runtime performance, so suspected bottlenecks are marked as profile-first concerns rather than assumed defects. Concurrency and timing bugs may still require live engine testing to reproduce.