LaunchKit · 2026
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primitives-dsl

Universal game architecture DSL with six primitives (LOOP, TILEGRID, CONTROLBLOCK, POOL, EVENT, DISPATCHER)

0
564 downloads
by @stusatwork-oss

Setup & Installation

openclaw skills install @stusatwork-oss/primitives-dsl

Or with the ClawHub CLI, for registry-managed skill folders outside a full OpenClaw workspace:

npx clawhub install primitives-dsl

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.

INPUT

User asks: Apply primitives-dsl to design a loop for a classic 2D shooter

AGENT
  1. 1Identify LOOP phases: input, physics, collision, render
  2. 2Define POOL bounds for bullet and particle slots
  3. 3Name CONTROLBLOCK fields for player state flags and timers
  4. 4Specify EVENT routing keys for collision and death events
  5. 5Produce Primitive Map table, Dataflow Sketch, and Portability Notes for 68K, Cell, CUDA, and ECS
OUTPUT

A table-based Primitive Map with Dataflow Sketch and platform portability notes across four architectures