presentation-event-pipeline-contract
CommunityDeterministic event ordering for presentation.
AuthorDubDev720
Version1.0.0
Installs0
System Documentation
What problem does it solve?
This Skill addresses the challenge of integrating visual and auditory feedback (VFX/SFX/UI) into game logic without compromising the deterministic nature of the core simulation, preventing bugs where presentation-side effects cause state inconsistencies.
Core Features & Use Cases
- Separation of Concerns: Clearly distinguishes between authoritative game state changes and non-authoritative presentation events.
- Deterministic Ordering: Ensures that presentation events are emitted and processed in a predictable, consistent order across all clients and game instances.
- Use Case: In a multiplayer game, when a player performs an action that affects game state (e.g., firing a weapon), this Skill ensures the state change is processed first, and then the corresponding visual effects and sound cues are triggered deterministically, preventing desynchronization issues.
Quick Start
Use the presentation-event-pipeline-contract skill to define authoritative mutation boundaries for simulation actions.
Dependency Matrix
Required Modules
None requiredComponents
references
💻 Claude Code Installation
Recommended: Let Claude install automatically. Simply copy and paste the text below to Claude Code.
Please help me install this Skill: Name: presentation-event-pipeline-contract Download link: https://github.com/DubDev720/gdref/archive/main.zip#presentation-event-pipeline-contract Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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