setup-engine
SkillAI & modelsConfigure the project's technology foundation — game engine or general product stack. Pins the stack in AGENTS.md, detects knowledge gaps, and populates reference docs via WebSearch when versions are beyond the LLM's training data.
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Then ask your AI: use the setup-engine skill
What this skill tells your AI
The instructions your AI receives, as published by negentropy-laby/opendoge in .agents/skills/setup-engine/SKILL.md and read by ahel’s review.
User Guide
- When to use: Configure the project's technology foundation — game engine or general product stack. Pins the stack in AGENTS.md, detects knowledge gaps, and populates reference docs via WebSearch when versions are beyond the LLM's training data.
- Inputs: Command arguments:
/setup-engine [engine | framework | stack] [version] | refresh | upgrade [old-ver] [new-ver] | no args for guided selection; project artifacts referenced below; user decisions and approvals before writes. - Outputs: Primary artifacts, reports, or conversation guidance described below; write files only after user approval.
- Memory-bank writes:
memory_bank/t1_axioms/tech_context.md. - Next steps: Follow the workflow hand-off or next-step guidance below; recommendations do not auto-run and require explicit user command/approval.
When this skill is invoked:
1. Parse Arguments
Five modes:
- Full spec:
/setup-engine godot 4.6or/setup-engine django 5.1— stack and version provided - Stack only:
/setup-engine unityor/setup-engine react— stack provided, version will be looked up - No args:
/setup-engine— fully guided mode (domain detection, then recommendation + version) - Refresh:
/setup-engine refresh— update reference docs (see Section 10) - Upgrade:
/setup-engine upgrade [old-ver] [new-ver]— migrate to a new version (see Section 11)
Domain detection. The argument usually reveals the domain:
- 游戏专用 hints: godot, unity, unreal, ue5, game engine → game mode
- 通用产品 hints: python, django, fastapi, react, nextjs, node, rust, go, postgres, redis, docker → product mode
- Ambiguous: ask during guided mode
Sections below are marked [通用场景] (both domains), [游戏专用] (game-domain), or [通用产品] (product-domain).
2. Guided Mode (No Arguments)
If no stack is specified, run an interactive selection process.
[通用场景] Check for existing concept
- 游戏专用: Read
design/cdd/game-concept.mdif it exists — extract genre, scope, platform targets, art style, team size, and any engine recommendation from/brainstorm - 通用产品: Read
design/cdd/product-concept.mdif it exists — extract platform targets, stack preferences, performance needs, and any tech recommendation from/brainstorm. Also readmemory_bank/t1_axioms/tech_context.mdif it exists.
If no concept exists, inform the user:
- 游戏专用: "No game concept found. Consider running
/brainstormfirst — it will recommend an engine." - 通用产品: "No product concept found. Consider running
/brainstormfirst — it will help identify stack requirements."
[通用场景] Prior experience (ask first, always)
Use AskUserQuestion:
-
Prompt: "Have you worked in any of these before?"
-
游戏专用 Options:
Godot/Unity/Unreal Engine 5/Multiple — I'll explain/None of them -
通用产品 Options:
Python (Django, FastAPI, Flask)/JavaScript/TypeScript (React, Next.js, Node)/Rust/Go/Multiple — I'll explain/None of them
If they pick a specific stack → recommend it. Prior experience outweighs all other factors. Confirm with them and skip the matrix.
[游戏专用] Engine Decision Matrix
Only if no prior engine experience. Ask in this order:
Platform (ask second, always — platform eliminates engines before any other factor):
- Prompt: "What platforms are you targeting?"
- Options:
PC (Steam/Epic)/Mobile (iOS/Android)/Console/Web/Multiple - Platform rules that feed directly into the recommendation:
- Mobile → Unity strongly preferred; Unreal is a poor fit; Godot is viable for simple mobile
- Console → Unity or Unreal; Godot console support requires third-party publishers or significant extra work
- Web → Godot exports cleanly to web; Unity WebGL is functional; Unreal has poor web support
- PC only → all engines viable; other factors decide
- Multiple → Unity is the most portable across PC/mobile/console
- What kind of game? (2D, 3D, or both?)
- Primary input method? (keyboard/mouse, gamepad, touch, or mixed?)
- Team size and experience? (solo beginner, solo experienced, small team?)
- Any strong language preferences? (GDScript, C#, C++, visual scripting?)
- Budget for engine licensing? (free only, or commercial licenses OK?)
Engine honest tradeoffs (identical to original):
Godot 4
- Genuine strengths: 2D (best in class), stylized/indie 3D, rapid iteration, free forever (MIT), open source, gentlest learning curve, best for solo devs who want full control
- Real limitations: 3D ecosystem is thin compared to Unity/Unreal (fewer tutorials, assets, community answers for 3D-specific problems); large open-world 3D is very hard and largely untested in Godot; console export requires third-party publishers or significant extra work; smaller professional job market
- Licensing reality: Truly free with no revenue thresholds ever. MIT license means you own everything.
- Best fit: 2D games of any scope; stylized/atmospheric 3D; contained 3D worlds (not open-world); first game projects where learning curve matters; projects where budget is a hard constraint at any scale
Unity
- Genuine strengths: Industry standard for mid-scope 3D and mobile; massive asset store and tutorial ecosystem; C# is a professional language; best console certification support for indie; strong community for almost every genre
- Real limitations: Licensing controversy in 2023 damaged trust (runtime fee was proposed then walked back — the risk of policy changes remains real); C# has a steeper initial curve than GDScript; heavier editor than Godot for simple projects
- Licensing reality: Free under $200K revenue AND 200K installs (Unity Personal/Plus). Only becomes costly if the game is genuinely successful — most indie games never hit this threshold. The 2023 controversy is worth knowing about but the actual current terms are reasonable for most indie developers.
- Best fit: Mobile games; mid-scope 3D; games targeting console; developers with C# background; projects needing large asset store; teams of 2-5
Unreal Engine 5
- Genuine strengths: Best-in-class 3D visuals (Lumen, Nanite, Chaos physics); industry standard for AAA and photorealistic 3D; large open-world support is mature and production-tested; Blueprint visual scripting lowers C++ barrier; strong for games targeting high-end PC or console
- Real limitations: Steepest learning curve; heaviest editor (slow compile times, large project sizes); overkill for stylized/2D/small-scope games; C++ is genuinely hard; not suitable for mobile or web; 5% royalty past $1M gross revenue
- Licensing reality: 5% royalty only applies AFTER $1M gross revenue per title. For a first game or any game that doesn't reach $1M, it costs nothing. This threshold is high enough that most indie developers will never pay it.
- Best fit: AAA-quality 3D; large open-world games; photorealistic visuals; developers with C++ experience or willing to use Blueprint; games targeting high-end PC/console where visual fidelity is a core selling point
Genre-specific guidance (factor this into the recommendation):
- 2D any style → Godot strongly preferred
- 3D stylized / atmospheric / contained world → Godot viable, Unity solid alternative
- 3D open world (large, seamless) → Unity or Unreal; Godot is not production-proven for this
- 3D photorealistic / AAA-quality → Unreal
- Mobile-first → Unity strongly preferred
- Console-first → Unity or Unreal; Godot console support requires extra work
- Horror / narrative / walking sim → any engine; match to art style and team experience
- Action RPG / Soulslike → Unity or Unreal for 3D; community support and assets matter here
- Platformer 2D → Godot
- Strategy / top-down / RTS → Godot or Unity depending on 2D vs 3D
Recommendation format:
- Show a comparison table with the user's specific factors as rows
- Give a primary recommendation with honest reasoning
- Name the best alternative and when to choose it instead
- Explicitly state: "This is a starting point, not a verdict — you can always migrate engines, and many developers switch between projects."
- Use
AskUserQuestionto confirm: "Does this recommendation feel right, or would you like to explore a different engine?"- Options:
[Primary engine] (Recommended)/[Alternative engine]/[Third engine]/Explore further/Type something
- Options:
If the user picks "Explore further":
Use AskUserQuestion with concept-specific deep-dive topics. Always generate these options from the user's actual concept — do not use generic options. Always include at minimum:
- The primary engine's specific limitations for this concept (e.g., "How far can Godot 3D actually go for [genre]?")
- The alternative engine's specific tradeoffs for this concept
- Language choice impact on this concept's technical challenges
- Any concept-specific technical concern (e.g., adaptive audio, open-world streaming, multiplayer netcode)
The user can select multiple topics. Answer each selected topic in depth before returning to the engine confirmation question.
[通用产品] Stack Decision Matrix
Only if no prior stack experience. Ask in this order:
Platform (ask second, always — platform eliminates or heavily weights stacks before any other factor):
- Prompt: "What platforms are you targeting?"
- Options:
Web (browser)/Desktop (Windows/macOS/Linux)/Mobile (iOS/Android)/CLI / Server/Multiple platforms - Platform rules that feed directly into the recommendation:
- Web → JS/TS ecosystem most mature for frontend; Python (Django/Flask) strong for server-rendered; Rust/Wasm viable for performance-critical browser workloads
- Mobile → React Native or Flutter for cross-platform; Swift/Kotlin for native; PWA for simple mobile web
- Desktop → Electron (JS) for rapid cross-platform; Tauri (Rust) for lightweight; native (Swift/C#/C++) for single-platform
- CLI → Python, Go, or Rust depending on performance needs and distribution model (single binary vs pip install)
- Server → Python, Go, Rust, or Node depending on throughput, concurrency model, and ecosystem needs
- Multiple → JS/TS with React/React Native covers web+mobile; Go or Rust for CLI+server portability
Question 3 — Project type (ask this third):
- Prompt: "What kind of project is this?"
- Options:
Web app / SaaS/REST API / Backend/CLI tool/Desktop app/Mobile app/Data pipeline / ETL/AI/ML product/Library / SDK
Question 4 — Performance needs (ask this fourth):
- Prompt: "What are the performance requirements?"
- Options:
Not a concern — developer speed matters more/Moderate — responsive is enough/High — low latency or high throughput/Critical — every millisecond counts
Question 5 — Team size and experience (ask this fifth):
- Prompt: "What's your team setup?"
- Options:
Solo developer/Small team (2-5)/Medium team (6-20)/Large team (20+) - Team notes: Solo/small → prioritize ecosystem maturity and iteration speed. Medium+ → can invest in Rust/Go for performance-critical paths. Large → hiring pool and onboarding matter.
Question 6 — Language preferences (ask this sixth):
- Prompt: "Any strong language preferences or aversions?"
- Options:
Prefer dynamically typed (Python, JS)/Prefer statically typed (TypeScript, Rust, Go)/No preference/I'll describe - Reality notes: If the user hates async patterns, Python's asyncio may frustrate them. If they love type safety, Rust or TypeScript will feel more natural.
Question 7 — Budget and licensing (ask this seventh):
- Prompt: "Any licensing or cost constraints?"
- Options:
Free / open-source only/Commercial OK but prefer free/No constraints
Ecosystem honest tradeoffs:
Python (Django / FastAPI / Flask)
- Strengths: Fastest iteration speed, massive library coverage (web, data, AI/ML), gentle learning curve, huge community
- Limitations: Slower runtime, GIL limits CPU concurrency, async story fragmented, dynamic typing
- Performance reality: Fast enough for 90% of products. Instagram/Spotify/Dropbox run on Python.
- Best fit: APIs, web backends, data tools, AI/ML, internal tools, rapid prototyping
JavaScript/TypeScript (React / Next.js / Node)
- Strengths: One language full-stack, best web UI ecosystem, Vercel/Netlify near-zero ops, TypeScript type safety, React Native extends to mobile
- Limitations: NPM churn, bundler/config complexity, Node overhead vs compiled languages
- Performance reality: Node fast for I/O-bound work. Not for CPU-bound. V8 JIT excellent for web workloads.
- Best fit: Web apps, SaaS, interactive UIs, real-time features, full-stack products
Rust
- Strengths: Best-in-class performance+safety, zero-cost abstractions, excellent CLI/Wasm, Cargo, fearless concurrency, single binary
- Limitations: Steepest learning curve, slower iteration (compile times), smaller web ecosystem, smaller hiring pool
- Performance reality: Right choice when performance is a hard requirement. Overkill for CRUD APIs.
- Best fit: Performance-critical systems, CLIs, Wasm, infrastructure, network services
Go
- Strengths: Simple language, excellent concurrency, fast compile, single binary, first-class cloud-native (K8s, Docker, Terraform)
- Limitations: Verbose error handling, limited generics, smaller web framework ecosystem
- Performance reality: Sweet spot between Python's speed and Rust's performance. Excellent for networked services.
- Best fit: Cloud services, APIs, CLIs, DevOps tooling, microservices, infrastructure
Project type guidance: Web app→JS/TS UI + Python/Go/TS backend; REST API→Python(FastAPI)/Go/Rust; CLI→Go/Rust; Desktop→Electron(JS)/Tauri(Rust); Mobile→React Native/Flutter; Data/ETL→Python; AI/ML→Python; Library→match target audience ecosystem
[通用产品] Framework Sub-Selection
Once ecosystem is determined, narrow to a specific framework. This mirrors Godot's GDScript vs C# language selection — the ecosystem is the engine, the framework is the dialect.
Use AskUserQuestion with options from the user's project type:
Python: FastAPI (APIs, async) / Django (full-featured) / Flask (minimal) / Litestar (typed FastAPI alt) / No framework — pure Python
JS/TS: Next.js (full-stack React, SSR) / React + Vite (SPA) / Vue / Nuxt / Express / Fastify (backend only) / Node — no frontend framework
Rust: Axum (async, Tokio-native) / Actix Web (mature) / Rocket (ergonomic) / CLI only — clap + anyhow / Library — no framework
Go: stdlib + chi router (minimal) / Gin (popular) / Echo (high-perf) / Fiber (Express-like) / CLI only — cobra + viper
Record the framework choice. It drives the AGENTS.md template, default dependencies, and agent routing.
Recommendation format: Same as game mode — comparison table, primary recommendation, alternative, confirmation via AskUserQuestion.
If the user picks "Explore further":
Use AskUserQuestion with concept-specific deep-dive topics. Always generate these options from the user's actual concept — do not use generic options. Always include at minimum:
- The primary stack's specific limitations for this project type (e.g., "How far can FastAPI scale for [use case]?")
- The alternative stack's specific tradeoffs for this concept
- Language choice impact on this concept's technical challenges
- Any concept-specific technical concern (e.g., real-time collaboration, offline support, data sync, multi-tenancy)
The user can select multiple topics. Answer each selected topic in depth before returning to the stack confirmation question.
3. Look Up Current Version
[通用场景] Once the stack is chosen:
- If version provided → use it
- If no version → WebSearch:
"[stack] latest stable version [current year]" - Confirm: "The latest stable [stack] is [version]. Use this?"
4. Update AGENTS.md Technology Stack
Read AGENTS.md and show the user the proposed Technology Stack changes.
Ask: "May I write these settings to AGENTS.md?"
Wait for confirmation before making any edits.
Update the Technology Stack section, replacing the [CHOOSE] placeholders with the actual values:
[游戏专用] Engine templates:
Language Selection (Godot only)
If Godot was chosen, ask the user which language to use before showing the proposed Technology Stack:
"Godot supports two primary languages:
A) GDScript — Python-like, Godot-native, fastest iteration. Best for beginners, solo devs, and teams coming from Python or Lua. B) C# — .NET 8+, familiar to Unity developers, stronger IDE tooling (Rider / Visual Studio), slight performance advantage on heavy logic. C) Both — GDScript for gameplay/UI scripting, C# for performance-critical systems. Advanced setup — requires .NET SDK alongside Godot.
Which will this project primarily use?"
Record the choice. It determines the AGENTS.md template, naming conventions, specialist routing, and which agent is spawned for code files throughout the project.
For Godot — use the template matching the language chosen above. See Appendix A at the bottom of this skill for all three variants (GDScript, C#, Both).
Unity:
- **Engine**: Unity [version]
- **Language**: C#
- **Build System**: Unity Build Pipeline
- **Asset Pipeline**: Unity Asset Import Pipeline + Addressables
Unreal:
- **Engine**: Unreal Engine [version]
- **Language**: C++ (primary), Blueprint (gameplay prototyping)
- **Build System**: Unreal Build Tool (UBT)
- **Asset Pipeline**: Unreal Content Pipeline
[通用产品] Stack template:
- **Language**: [Python / TypeScript / Rust / Go / ...] [version]
- **Framework**: [FastAPI / React / Django / ...] [version]
- **Runtime**: [CPython 3.12 / Node.js 22 / ...]
- **Database**: [PostgreSQL / SQLite / DuckDB / ...]
- **Build System**: [pip / npm / cargo / make / ...]
- **CI/CD**: [GitHub Actions / GitLab CI / ...]
5. Populate Technical Preferences
After updating AGENTS.md, create or update standards/technical-preferences.md.
Read the existing template first, then fill in.
[通用场景] Language & Framework Section
Fill from the stack choice made in Section 2.
[通用场景] Naming Conventions
[游戏专用] Engine defaults:
Godot GDScript:
- Classes: PascalCase (e.g.,
PlayerController) - Variables/functions: snake_case (e.g.,
move_speed) - Signals: snake_case past tense (e.g.,
health_changed) - Files: snake_case matching class (e.g.,
player_controller.gd) - Scenes: PascalCase matching root node (e.g.,
PlayerController.tscn) - Constants: UPPER_SNAKE_CASE (e.g.,
MAX_HEALTH)
Godot C#:
- Classes: PascalCase (
PlayerController) — must also bepartial - Public properties/fields: PascalCase (
MoveSpeed,JumpVelocity) - Private fields:
_camelCase(_currentHealth,_isGrounded) - Methods: PascalCase (
TakeDamage(),GetCurrentHealth()) - Signal delegates: PascalCase +
EventHandlersuffix (HealthChangedEventHandler) - Files: PascalCase matching class (
PlayerController.cs) - Scenes: PascalCase matching root node (
PlayerController.tscn) - Constants: PascalCase (
MaxHealth,DefaultMoveSpeed)
Godot Both — GDScript + C#:
Use GDScript conventions for .gd files and C# conventions for .cs files. Mixed-language files do not exist — the boundary is per-file. When in doubt about which language a new system should use, ask the user and record the decision in technical-preferences.md.
Unity (C#):
- Classes: PascalCase (e.g.,
PlayerController) - Public fields/properties: PascalCase (e.g.,
MoveSpeed) - Private fields: _camelCase (e.g.,
_moveSpeed) - Methods: PascalCase (e.g.,
TakeDamage()) - Files: PascalCase matching class (e.g.,
PlayerController.cs) - Constants: PascalCase or UPPER_SNAKE_CASE
Unreal (C++):
- Classes: Prefixed PascalCase (
Afor Actor,Ufor UObject,Ffor struct) - Variables: PascalCase (e.g.,
MoveSpeed) - Functions: PascalCase (e.g.,
TakeDamage()) - Booleans:
bprefix (e.g.,bIsAlive) - Files: Match class without prefix (e.g.,
PlayerController.h)
[通用产品] Language defaults:
Python:
- Classes: PascalCase (e.g.,
UserService,OrderRepository) - Variables/functions: snake_case (e.g.,
get_user_by_id,calculate_total) - Files/modules: snake_case (e.g.,
user_service.py,order_repository.py) - Constants: UPPER_SNAKE_CASE (e.g.,
MAX_RETRY_COUNT,DEFAULT_TIMEOUT) - Private members:
_leading_underscore(e.g.,_cache,_db_pool)
TypeScript:
- Classes/components: PascalCase (e.g.,
UserProfile,DashboardView) - Variables/functions: camelCase (e.g.,
fetchUserData,handleSubmit) - Files: kebab-case for components (e.g.,
user-profile.tsx), camelCase for utilities (e.g.,apiClient.ts) - Constants: UPPER_SNAKE_CASE for global (e.g.,
API_BASE_URL), camelCase for local - Types/interfaces: PascalCase (e.g.,
User,OrderStatus), prefix withIonly if team convention requires
Rust:
- Types/traits/enums: PascalCase (e.g.,
UserRepository,ConnectionPool) - Variables/functions: snake_case (e.g.,
get_user,handle_request) - Files/modules: snake_case (e.g.,
user_repository.rs,connection_pool.rs) - Constants: UPPER_SNAKE_CASE (e.g.,
MAX_CONNECTIONS,DEFAULT_PORT) - Macros: snake_case or
macro_rules!convention
Go:
- Exported: PascalCase (e.g.,
UserService,GetUser,HTTPClient) - Unexported: camelCase (e.g.,
userService,getUser,httpClient) - Files: snake_case or lowercase (e.g.,
user_service.go,httpclient.go) - Constants: PascalCase if exported (e.g.,
MaxRetries), camelCase if not - Acronyms: all-caps (e.g.,
HTTPServer,userID,parseURL)
[通用场景] Platform & Configuration
[游戏专用] Input & Platform section.
Populate ## Input & Platform using the answers gathered in Section 2 (or extracted from the game concept). Derive the values using this mapping:
| Platform target | Gamepad Support | Touch Support |
|---|---|---|
| PC only | Partial (recommended) | None |
| Console | Full | None |
| Mobile | None | Full |
| PC + Console | Full | None |
| PC + Mobile | Partial | Full |
| Web | Partial | Partial |
For Primary Input, use the dominant input for the game genre:
- Action/RPG/platformer targeting console → Gamepad
- Strategy/point-and-click/RTS → Keyboard/Mouse
- Mobile game → Touch
- Cross-platform → ask the user
Present the derived values and ask the user to confirm or adjust before writing.
Example filled section:
## Input & Platform
- **Target Platforms**: PC, Console
- **Input Methods**: Keyboard/Mouse, Gamepad
- **Primary Input**: Gamepad
- **Gamepad Support**: Full
- **Touch Support**: None
- **Platform Notes**: All UI must support d-pad navigation. No hover-only interactions.
[通用产品] Platform & Deployment section.
Populate ## Platform & Deployment using the platform answers from Section 2. Derive the values using this mapping:
| Platform target | Deployment strategy | Key concerns |
|---|---|---|
| Web | Vercel/Netlify (JS), Docker + cloud (Python/Go/Rust) | CDN, SSR/CSR, SEO, accessibility |
| Desktop | Electron-builder (JS), Tauri bundler (Rust) | Installer format, auto-update, OS compatibility |
| Mobile | App Store/Google Play, Expo (React Native) | Offline support, battery, push notifications |
| CLI | pip/npm/cargo/brew distribution | Single binary (Go/Rust), PATH installation |
| Server | Docker + Kubernetes, cloud-specific (ECS/Lambda/Cloud Run) | Scaling strategy, health checks, graceful shutdown |
Present the derived values and ask the user to confirm or adjust before writing.
Shortened here. Read the whole file on GitHub.
Signals
- GitHub stars
- 20
- Forks
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- Last commit
- Aug 2026
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