---
name: jgengine
description: Route game work to the smallest useful JGengine guidance set.
---

# JGengine intake and router

This skill decides what to load; it is not an engine manual. Package map, commands, layering, and license live in the JGengine README (repo-root [`README.md`](../../../README.md) in the monorepo, [jgengine.com](https://jgengine.com) from a created project); open it when you need one of those facts.

A created project installs only `jgengine`, `jgengine-editor`, `jgengine-verify`, `game-design`, and `jgengine-ui`. Run `npx jgengine skills -p --all` before loading any other domain named below. Those projects do not ship `api.md`; read exact signatures from the `.d.ts` files under `node_modules/@jgengine/<pkg>/dist/`.

Created projects pin their scaffolding CLI as a local devDependency, separately from SDK versions. Run `npx jgengine doctor` after SDK upgrades to check CLI compatibility. Skill installation preserves newer or differing unversioned copies; update the project CLI first, and use `skills -p --force` only when replacement is intended. Each packaged skill install records its CLI and SDK versions in `.jgengine-version.json`.

## Framework-first decisions

For every requested interaction, feature, fix or visual change, follow the boundary in
[AGENTS.md](../../../AGENTS.md): discover the installed
capability, adopt it, or improve its shared owner before adding reusable game-local code.
Games keep unique rules, content, assets and presentation. Custom markup is not a reason
to copy focus handling, input tracking, storage or model lifecycle.

Check installed versions before recreating an upstream fix. A published upgrade may
replace a workaround; a beta merge does not update consumers. In the games workspace,
the root catalog owns SDK versions. After adoption, remove superseded local machinery
and verify the actual game. Outside these repositories, report missing SDK contracts
upstream rather than treating a local engine implementation as the finished solution.

## 1. Establish the target

For greenfield builds, write `src/art-direction.md` before any code.

Treat the pitch as a unique composition of needs, not a genre to fill in — never reach for a genre kit, preset, archetype, or class template ("default sports car", "default RPG", "default FPS") in the SDK or skills (see [AGENTS.md](../../../AGENTS.md)). Use `game-design` to turn the pitch into a testable player promise, verbs, loops, progression, failure, and completion scenario. Use `level-design` when play depends on authored spaces, routes, encounters, exploration, or spatial pacing. Capture only decisions that change architecture:

- player point of view and controls
- world shape and authored content
- core loop, interaction, combat, and progression
- solo, local, hosted, or persistent multiplayer
- HUD/menu states and **custom** UI art direction (compose shipped building blocks + HudTheme; no unskinned stock face)
- one observable completion scenario

Pick the dimension first: `create` defaults to a 3D world (terrain, sky, player model, editor scene); a grid, card, tile, or other board game with no 3D scene takes `create --2d` (a `board` world drawn by GameUI over `@jgengine/core/puzzle/cellGrid`). For a new in-repo game, scaffold with `bun run new:game "<id-or-title>"` (thin script alias for `jgengine create`, auto-detects the in-repo variant). Outside this monorepo, start with `npx jgengine create`; never copy `Games/*`.

For an existing game asked to pick up a new engine release ("jgengine published a new version, grab it"), run `npx jgengine upgrade` in the project first: it diffs installed `@jgengine/*` versions against the latest release and prints every Migrate step and Adopt-worthy addition in between (`--json` for structured output). Bump, migrate oldest-first, then work the Adopt lists instead of reconstructing the changelog by hand.

`doctor` and `upgrade` resolve Bun `catalog:` and `catalog:<name>` declarations from the nearest workspace's `workspaces.catalog` or `workspaces.catalogs`, and follow hoisted SDK installs. Missing or malformed catalog entries fail diagnostics. `upgrade` is read-only by default. For catalog-owned versions, run `upgrade --plan --to <published-version>` at the workspace root or in a game, review the whole root catalog plan and migrations, then run `upgrade --apply --to <published-version>`. Apply preserves per-game `catalog:` declarations, unrelated text, CLI/github versions, and a held editor override; it verifies published SDK targets and refuses files changed while planning. Apply changes declarations only: run `bun install` at the root, then `jgengine doctor --workspace --json` once there to check installed SDK identities across declared workspace owners. Rebuild, migrate, and verify game behavior afterward. `--json` includes exact before/after text; an apply prints its plan before writing and reports write status on stderr. A report without installed packages labels its resolved pins as a declared baseline.

When a linked consumer renders differently despite matching root SDK versions, `doctor` checks direct consumers and SDK dependency/peer paths, including private copies with the same version. Review the reported importer and real paths, align the shared catalog and linked-consumer declarations, then reinstall at the root and rerun `doctor --workspace`; a root install may leave private linked-package installs intact. Restart running games after reinstall. Workspace mode checks installed identities only, reports coverage, and refuses unsupported patterns, escaped symlinks or exhausted traversal budgets. The default project audit stays scoped; neither mode covers custom bundler aliases or indirect non-SDK chains.

## 2. Select domains

Load only rows the target needs. Do not preload every domain.

| Need | Skill | Owner |
| --- | --- | --- |
| player promise, pillars, verbs, loops, economy, progression, balance | `game-design` | experience and rule intent |
| substantial existing-game improvement across depth, world and presentation | `game-improvement` | ordered improvement plan and per-game completion |
| metrics, topology, encounters, navigation, spatial pacing | `level-design` | playable space intent |
| scene placement, terrain painting, paths, asset authoring | `jgengine-editor` | editor document and authoring tools |
| runtime world, movement, input, interaction, AI, navigation, audio | `jgengine-world` | spatial simulation and world runtime |
| game state, systems, inventory, crafting, quests, economy, turns | `jgengine-gameplay` | non-combat rules and state |
| targeting, stats, damage, effects, abilities, projectiles, loot | `jgengine-combat` | combat resolution |
| HUD, menus, layout, accessibility, touch presentation | `jgengine-ui` | player-facing interface |
| models, sprites, materials, audio files, source licensing | `jgengine-assets` | asset discovery and catalogs |
| authority, transport, replication, sessions, host persistence | `jgengine-multiplayer` | network topology and persistence adapters |

World content routes editor-first: any request that adds, moves, restyles, or removes something visible in the world — however phrased ("design this world", "place the enemies", "make it look better") — starts in `jgengine-editor`; the other domains consume the authored document. Scenes normally require both `jgengine-editor` for authoring and `jgengine-world` for runtime consumption. Combat and multiplayer are opt-in, not default intake.

## 3. Discover before designing

Within each selected domain:

0. Fastest start for a common composition: `npx jgengine recipe <name>` prints a vetted, SDK-typechecked snippet (imports + wired code) (`combat-loop`, `loot`, `world-drops`, `click-target`, `ability-bar`, `hitscan-weapon`, `rolled-gear`, `enter-vehicle` and more); `npx jgengine recipe` lists them. Copy that instead of reconning per-file.
1. Search capabilities by intent; do not read `capabilities.md` top to bottom. `npx jgengine find <intent>` searches every domain's index and every recipe at once, installed or not, and prints the primitive and its import (or the recipe to open); agents can use `--json --limit 5` for ranked imports and recipes with total, partial-match, and truncation fields. In the monorepo, `rg -i "<intent>" .claude/skills/*/capabilities.md` does the same search. Search the moment you are tempted to hand-roll a HUD window, inventory grid, paperdoll, hotkey listener, minimap, stat bar, or character motion. A `z-index`, a `keydown` for a panel, a `<div>` inventory, or a limb bob almost certainly has a shipped drop-in (`usePanels`/`PanelHost`, `InventoryGrid`, `CharacterSheet`/`Paperdoll`, `PartMotionRig`, `EntityPreview`); games own the *skin*, not the re-derivation.
2. Open `api.md` (monorepo) or the package `.d.ts` only when exact signatures are needed; grep it, never read it whole.
3. Open the linked reference only for a deeper recipe or trap.
4. For how several primitives wire into a running loop, read the domain's `recipes/` — connected, genre-free walkthroughs organized by composition seam; this skill's own [recipes/minimal-game.md](recipes/minimal-game.md) is the default whole-game walkthrough. Prefer a recipe over reading a game's source; the games under `Games/*` are not templates or references, and a hybrid game is just a different composition of the same primitives.

If no capability fits, identify the upstream package seam before writing game-local code. In this repository, implement a reusable primitive with its first adopter and a reviewed consumer cleanup; coordinate a differently composed second consumer when applicable. Recipes wire SDK APIs, not copied implementations. If editor-owned content cannot be expressed, file the editor gap first; track any fallback and its removal path.

## 4. Build and finish

Keep scene coordinates in the editor document, state serializable, randomness injected, and hot-path work bounded. Use `jgengine-verify` for evidence appropriate to the change. Inside this monorepo, `workflow` owns issue/PR completion. Visual polish work also uses the `jgengine-ui` quality reference.

**Required asset pass — completion is gated on real models.** A game is not done while its entities and props are still primitive markers or box placeholders when real models are available for them. Before claiming completion, run an asset pass: every placed entity has its `entityModels` set and every prop its `objectModels` set to real, resolved model refs — not primitive-shape markers. Scaffolds ship with `jgengine-assets` and `npx jgengine assets pull` installed but never auto-triggered, so this step is on you to run explicitly. `jgengine-assets` owns the how-to (sourcing, licensing, `assets pull`, catalog indexing, and resolving refs); load it for the workflow. If a game genuinely wants primitive shapes as its art direction, say so — otherwise unresolved markers/box props are unfinished, not a style.
