Setup & Installation
Or with the ClawHub CLI, for registry-managed skill folders outside a full OpenClaw workspace:
What This Skill Does
A DSL of six named primitives — LOOP, TILEGRID, CONTROLBLOCK, POOL, EVENT, DISPATCHER — that appear consistently across 68K-era loops, Cell/SPU orchestration, CUDA kernels, and ECS engines. Each invocation produces a Primitive Map, Dataflow Sketch, worked example, and portability notes using the same vocabulary every time.
A fixed six-primitive vocabulary eliminates architectural ambiguity when documenting or translating engine designs across platforms that share no common terminology.
When to use it
- Porting a 2D game loop from 68K assembly to a modern ECS engine
- Explaining engine architecture to an AI agent without ambiguity
- Refactoring a tangled update cycle into explicit state and event flow
- Mapping legacy Cell/SPU code to equivalent CUDA kernel patterns
- Designing a constrained-device sim loop with bounded allocators
Example Workflow
Here's how your AI assistant might use this skill in practice.
User asks: Apply primitives-dsl to design a loop for a classic 2D shooter
- 1Identify LOOP phases: input, physics, collision, render
- 2Define POOL bounds for bullet and particle slots
- 3Name CONTROLBLOCK fields for player state flags and timers
- 4Specify EVENT routing keys for collision and death events
- 5Produce Primitive Map table, Dataflow Sketch, and Portability Notes for 68K, Cell, CUDA, and ECS
A table-based Primitive Map with Dataflow Sketch and platform portability notes across four architectures