pluginagentmarketplace-game-programming-languages
1
总安装量
1
周安装量
#50202
全站排名
安装命令
npx skills add https://smithery.ai
Agent 安装分布
amp
1
opencode
1
kimi-cli
1
codex
1
gemini-cli
1
Skill 文档
Game Programming Languages
C# (Unity)
Easiest to learn, most used for game dev
// â
Production-Ready: Unity MonoBehaviour Template
public class GameEntity : MonoBehaviour
{
[SerializeField] private float _speed = 5f;
[SerializeField] private int _health = 100;
public event Action<int> OnHealthChanged;
public event Action OnDeath;
private Rigidbody _rb;
private bool _isInitialized;
private void Awake()
{
_rb = GetComponent<Rigidbody>();
_isInitialized = true;
}
public void TakeDamage(int amount)
{
if (!_isInitialized) return;
_health = Mathf.Max(0, _health - amount);
OnHealthChanged?.Invoke(_health);
if (_health <= 0)
OnDeath?.Invoke();
}
}
Key Features:
- Object-oriented, managed memory
- LINQ for data queries
- Coroutines for async game logic
- Events and delegates
- Garbage collection (requires optimization)
Learning Path: 2-3 weeks basics, 2-3 months mastery
C++ (Unreal Engine)
Most powerful, steepest learning curve
// â
Production-Ready: Unreal Actor Template
UCLASS()
class MYGAME_API AGameEntity : public AActor
{
GENERATED_BODY()
public:
AGameEntity();
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
float Speed = 500.0f;
UPROPERTY(ReplicatedUsing = OnRep_Health)
int32 Health = 100;
UFUNCTION(BlueprintCallable, Category = "Combat")
void TakeDamage(int32 Amount);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnHealthChanged, int32, NewHealth);
UPROPERTY(BlueprintAssignable)
FOnHealthChanged OnHealthChanged;
protected:
virtual void BeginPlay() override;
UFUNCTION()
void OnRep_Health();
};
Key Features:
- Manual memory management (smart pointers)
- Templates and STL
- Maximum performance
- Unreal reflection system (UPROPERTY, UFUNCTION)
- Blueprint integration
Learning Path: 4-6 weeks basics, 4-6 months proficiency
GDScript (Godot)
Python-like, easiest syntax
# â
Production-Ready: Godot Node Template
extends CharacterBody2D
class_name GameEntity
signal health_changed(new_health: int)
signal died
@export var speed: float = 200.0
@export var max_health: int = 100
var _health: int = max_health
func _ready() -> void:
_health = max_health
func take_damage(amount: int) -> void:
_health = max(0, _health - amount)
health_changed.emit(_health)
if _health <= 0:
died.emit()
queue_free()
func _physics_process(delta: float) -> void:
var direction = Input.get_vector("left", "right", "up", "down")
velocity = direction * speed
move_and_slide()
Key Features:
- Dynamic typing with optional type hints
- Simple, Python-like syntax
- Signals for messaging
- First-class functions
- Growing ecosystem
Learning Path: 1-2 weeks basics, 4-8 weeks proficiency
Language Comparison
| Feature | C# (Unity) | C++ (Unreal) | GDScript |
|---|---|---|---|
| Memory | Managed (GC) | Manual | Managed |
| Speed | Fast | Fastest | Moderate |
| Learning | Moderate | Hard | Easy |
| Typing | Static | Static | Dynamic |
| Industry | Mobile/Indie | AAA | Indie |
ð§ Troubleshooting
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ
â PROBLEM: Garbage collection spikes in C# â
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ¤
â SOLUTIONS: â
â â Use object pooling â
â â Avoid allocations in Update() â
â â Cache GetComponent results â
â â Use structs for small data â
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ
â PROBLEM: Memory leaks in C++ â
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ¤
â SOLUTIONS: â
â â Use TSharedPtr/TWeakPtr â
â â UPROPERTY for UObject pointers â
â â Run memory profiler regularly â
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ
Best Practices
| Practice | Benefit |
|---|---|
| Consistent naming | Readable code |
| Early returns | Reduced nesting |
| Composition over inheritance | Flexible design |
| Cache frequently used values | Performance |
Use this skill: When learning game programming languages or optimizing code.