presentation-event-pipeline-contract

Community

Deterministic 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 required

Components

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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