axiom-ios-games▌
charleswiltgen/axiom · updated Apr 8, 2026
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You MUST use this skill for ANY game development, SpriteKit, SceneKit, RealityKit, or interactive simulation work.
iOS Games Router
You MUST use this skill for ANY game development, SpriteKit, SceneKit, RealityKit, or interactive simulation work.
When to Use
Use this router when:
- Building a new SpriteKit game or prototype (2D)
- Building a 3D game with SceneKit or RealityKit
- Implementing physics (collisions, contacts, forces, joints)
- Setting up game architecture (scenes, layers, cameras, ECS)
- Debugging SpriteKit, SceneKit, or RealityKit issues
- Optimizing game performance (draw calls, node counts, entity counts, batching)
- Managing game loop, delta time, or pause handling
- Implementing touch/input handling in a game context
- Integrating SpriteKit or RealityKit with SwiftUI
- Working with particle effects, texture atlases, or 3D models
- Looking up SpriteKit, SceneKit, or RealityKit API details
- Migrating from SceneKit to RealityKit
- Building AR games with RealityKit
Routing Logic
SpriteKit (2D)
Architecture, patterns, and best practices → /skill axiom-spritekit
- Scene graph model, coordinate systems, anchor points
- Physics engine: bitmask discipline, contact detection, body types
- Actions system: sequencing, grouping, named actions, timing
- Input handling: touches, coordinate conversion
- Performance: draw calls, batching, object pooling, SKShapeNode trap
- Game loop: frame cycle, delta time, pause handling
- Scene transitions and data passing
- SwiftUI integration (SpriteView, UIViewRepresentable)
- Metal integration (SKRenderer)
- Anti-patterns and code review checklist
- Pressure scenarios with push-back templates
API reference and lookup → /skill axiom-spritekit-ref
- All 16 node types with properties and performance notes
- SKPhysicsBody creation methods and properties
- Complete SKAction catalog (movement, rotation, scaling, fading, composition, physics)
- Texture and atlas management
- SKConstraint types and SKRange
- SKView configuration and scale modes
- SKEmitterNode properties and presets
- SKRenderer setup and SKShader syntax
Troubleshooting and diagnostics → /skill axiom-spritekit-diag
- Physics contacts not firing (6-branch decision tree)
- Objects tunneling through walls (5-branch)
- Poor frame rate (4 top branches, 12 leaves)
- Touches not registering (6-branch)
- Memory spikes and crashes (5-branch)
- Coordinate confusion (5-branch)
- Scene transition crashes (5-branch)
Automated scanning → Launch spritekit-auditor agent or /axiom:audit spritekit (physics bitmasks, draw call waste, node accumulation, action memory leaks, coordinate confusion, touch handling, missing object pooling, missing debug overlays)
SceneKit (3D — Deprecated)
SceneKit is soft-deprecated as of iOS 26. Use for maintenance of existing code only. New 3D projects should use RealityKit.
Maintenance and migration planning → /skill axiom-scenekit
- Scene graph architecture, coordinate system, transforms
- Rendering: SCNView, SceneView (deprecated), SCNViewRepresentable
- Geometry, PBR materials, shader modifiers
- Lighting, animation (SCNAction, SCNTransaction, CAAnimation bridge)
- Physics: bodies, collision categories, contact delegate
- Asset pipeline: Model I/O, USD/DAE/SCN formats
- ARKit integration (legacy ARSCNView)
- Migration decision tree (when to migrate vs maintain)
- Anti-patterns and pressure scenarios
API reference and migration mapping → /skill axiom-scenekit-ref
- Complete SceneKit → RealityKit concept mapping table
- Scene graph API: SCNScene, SCNNode, SCNGeometry
- Materials: lighting models, PBR properties, shader modifiers
- Lighting: all light types with properties
- Camera: SCNCamera properties
- Physics: body types, shapes, joints
- Animation: SCNAction catalog, timing functions
- Constraints: all constraint types
RealityKit (3D — Modern)
For non-game 3D content display (product viewers, AR try-on, spatial computing), the ios-graphics router also routes to these RealityKit skills.
Architecture, ECS, and best practices → /skill axiom-realitykit
- Entity-Component-System mental model and paradigm shift
- Entity hierarchy, transforms, world-space queries
- Built-in and custom components, component lifecycle
- System protocol, update ordering, event handling
- SwiftUI integration: RealityView, Model3D, attachments
- AR on iOS: AnchorEntity types, SpatialTrackingSession
- Interaction: ManipulationComponent, gestures, hit testing
- Materials: SimpleMaterial, PBR, Unlit, Occlusion, ShaderGraph, Custom
- Physics: collision shapes, groups/filters, events, forces
- Animation: transform, USD playback, playback control
- Audio: spatial, ambient, channel
- Performance: instancing, component churn, shape optimization
- Multiplayer: synchronization, ownership
- Anti-patterns and code review checklist
- Pressure scenarios
API reference and lookup → /skill axiom-realitykit-ref
- Entity API: properties, hierarchy, subclasses
- Complete component catalog with all properties
- MeshResource generators
- ShapeResource types and performance
- System protocol and EntityQuery
- Scene events catalog
- RealityView API: initializers, content, gestures
- Model3D API
- Material system: all types with full property listings
- Animation timing functions and playback control
- Audio components and playback
- RealityRenderer (Metal integration)
Troubleshooting and diagnostics → /skill axiom-realitykit-diag
- Entity not visible (8-branch decision tree)
- Anchor not tracking (6-branch)
- Gesture not responding (6-branch)
- Performance problems (7-branch)
- Material looks wrong (6-branch)
- Physics not working (6-branch)
- Multiplayer sync issues (5-branch)
Decision Tree
- Building/designing a 2D SpriteKit game? → axiom-spritekit
- How to use a specific SpriteKit API? → axiom-spritekit-ref
- SpriteKit broken or performing badly? → axiom-spritekit-diag
- Maintaining existing SceneKit code? → axiom-scenekit
- SceneKit API reference or migration mapping? → axiom-scenekit-ref
- Building new 3D game or experience? → axiom-realitykit
- How to use a specific RealityKit API? → axiom-realitykit-ref
- RealityKit entity not visible, gestures broken, performance? → axiom-realitykit-diag
- Migrating SceneKit to RealityKit? → axiom-scenekit (migration tree) + axiom-scenekit-ref (mapping table)
- Building AR game? → axiom-realitykit
- Physics contacts not working (SpriteKit)? → axiom-spritekit-diag (Symptom 1)
- Frame rate dropping (SpriteKit)? → axiom-spritekit-diag (Symptom 3)
- Coordinate/position confusion (SpriteKit)? → axiom-spritekit-diag (Symptom 6)
- Need the complete action list? → axiom-spritekit-ref (Part 3)
- Physics body setup reference? → axiom-spritekit-ref (Part 2)
- Entity not visible (RealityKit)? → axiom-realitykit-diag (Symptom 1)
- Gesture not responding (RealityKit)? → axiom-realitykit-diag (Symptom 3)
- Want automated SpriteKit code scan? → spritekit-auditor (Agent)
Anti-Rationalization
| Thought | Reality |
|---|---|
| "SpriteKit is simple, I don't need a skill" | Physics bitmasks default to 0xFFFFFFFF and cause phantom collisions. The bitmask checklist catches this in 2 min. |
| "I'll just use SKShapeNode, it's quick" | Each SKShapeNode is a separate draw call. 50 of them = 50 draw calls. axiom-spritekit has the pre-render-to-texture pattern. |
| "I can figure out the coordinate system" | SpriteKit uses bottom-left origin (opposite of UIKit). Anchor points add another layer. axiom-spritekit-diag Symptom 6 resolves in 5 min. |
| "Physics is straightforward" | Three different bitmask properties, modification rules inside callbacks, and tunneling edge cases. axiom-spritekit Section 3 covers all gotchas. |
| "The performance is fine on my device" | Performance varies dramatically across devices. axiom-spritekit Section 6 has the debug overlay checklist. |
| "SceneKit is fine for our new project" | SceneKit is soft-deprecated iOS 26. No new features, only security patches. axiom-scenekit has the migration decision tree. |
| "I'll learn RealityKit later" | Every line of SceneKit is migration debt. axiom-scenekit-ref has the concept mapping table so the transition is concrete, not abstract. |
| "ECS is overkill for a simple 3D app" | You're already using ECS — Entity + ModelComponent. axiom-realitykit shows how to scale from simple to complex. |
| "I don't need collision shapes for taps" | RealityKit gestures require CollisionComponent. axiom-realitykit-diag diagnoses this in 2 min vs 30 min guessing. |
| "I'll just use a Timer for game updates" | Timer-based updates miss frames and aren't synchronized with rendering. axiom-realitykit has the System pattern. |
Critical Patterns
axiom-spritekit:
- PhysicsCategory struct with explicit bitmasks (default
0xFFFFFFFFcauses phantom collisions) - Camera node pattern for viewport + HUD separation
- SKShapeNode pre-render-to-texture conversion
[weak self]in allSKAction.runclosures- Delta time with spiral-of-death clamping
axiom-spritekit-ref:
- Complete node type table (16 types with batching behavior)
- Physics body creation methods (circle cheapest, texture most expensive)
- Full action catalog with composition patterns
- SKView debug overlays and scale mode matrix
axiom-spritekit-diag:
- 5-step bitmask checklist (2 min vs 30-120 min guessing)
- Debug overlays as mandatory first diagnostic step
- Tunneling prevention flowchart
- Memory growth diagnosis via
showsNodeCounttrending
axiom-scenekit:
- Migration decision tree (new project → RealityKit, existing → maintain or migrate)
- USDZ asset conversion before migration (
xcrun scntool) - SceneView deprecation and SCNViewRepresentable replacement
- Pressure scenarios for "just use SceneKit" rationalization
axiom-scenekit-ref:
- Complete SceneKit → RealityKit concept mapping table
- All material lighting models and properties
- Full constraint catalog
axiom-realitykit:
- ECS mental shift table (scene graph thinking → ECS thinking)
- Custom component registration (
registerComponent()) - Read-modify-write pattern for component updates
- CollisionComponent required for all interaction
- System-based updates instead of timers
axiom-realitykit-ref:
- Complete component catalog with all properties
- MeshResource generators and ShapeResource types
- Scene events catalog
- Material system with all PBR properties
axiom-realitykit-diag:
- Entity visibility checklist (8 branches, 2-5 min vs 30-60 min)
- Gesture debugging (CollisionComponent first check)
- Performance diagnosis (entity count, resource sharing, component churn)
- Physics constraint: entities must share an anchor
Example Invocations
User: "I'm building a SpriteKit game"
→ Invoke: /skill axiom-spritekit
User: "My physics contacts aren't firing"
→ Invoke: /skill axiom-spritekit-diag
User: "How do I create a physics body from a texture?"
→ Invoke: /skill axiom-spritekit-ref
User: "Frame rate is dropping in my game"
→ Invoke: /skill axiom-spritekit-diag
User: "How do I set up SpriteKit with SwiftUI?"
→ Invoke: /skill axiom-spritekit
User: "What action types are available?"
→ Invoke: /skill axiom-spritekit-ref
User: "Objects pass through walls"
→ Invoke: /skill axiom-spritekit-diag
User: "I need to build a 3D game"
→ Invoke: /skill axiom-realitykit
User: "How do I add a 3D model to my SwiftUI app?"
→ Invoke: /skill axiom-realitykit
User: "My RealityKit entity isn't showing up"
→ Invoke: /skill axiom-realitykit-diag
User: "How do I set up physics in RealityKit?"
→ Invoke: /skill axiom-realitykit-ref
User: "I'm migrating from SceneKit to RealityKit"
→ Invoke: /skill axiom-scenekit + /skill axiom-scenekit-ref
User: "What's the RealityKit equivalent of SCNNode?"
→ Invoke: /skill axiom-scenekit-ref
User: "Should I use SceneKit for my new 3D project?"
→ Invoke: /skill axiom-scenekit
User: "Tap gestures don't work on my RealityKit entity"
→ Invoke: /skill axiom-realitykit-diag
User: "How do I set up ECS in RealityKit?"
→ Invoke: /skill axiom-realitykit
User: "My AR content isn't tracking"
→ Invoke: /skill axiom-realitykit-diag
User: "What materials are available in RealityKit?"
→ Invoke: /skill axiom-realitykit-ref
User: "How do I animate entities in RealityKit?"
→ Invoke: /skill axiom-realitykit-ref
User: "Memory keeps growing during gameplay"
→ Invoke: /skill axiom-spritekit-diag
User: "What particle emitter settings should I use for fire?"
→ Invoke: /skill axiom-spritekit-ref
User: "Can you scan my SpriteKit code for common issues?"
→ Invoke: spritekit-auditor agent
How to use axiom-ios-games on Cursor
AI-first code editor with Composer
Prerequisites
Before installing skills in Cursor, ensure your development environment meets these requirements:
- ›Cursor installed and configured on your development machine
- ›Node.js version 16.0+ with npm package manager (verify with
node --version) - ›Active project directory or workspace where you want to add axiom-ios-games
Execute installation command
Execute the skills CLI command in your project's root directory to begin installation:
The skills CLI fetches axiom-ios-games from GitHub repository charleswiltgen/axiom and configures it for Cursor.
Select Cursor when prompted
The CLI will show a list of available agents. Use arrow keys to navigate and space to select Cursor:
Verify installation
Confirm successful installation by checking the skill directory location:
Reload or restart Cursor to activate axiom-ios-games. Access the skill through slash commands (e.g., /axiom-ios-games) or your agent's skill management interface.
Security & Verification Notice
We perform automated surface-level scans (Gen AI Scanner, Socket, Snyk) during installation. These checks detect common vulnerabilities but do not guarantee complete security. Always review skill source code and verify the publisher's reputation before production use.
Skills execute code in your development environment. Always verify the publisher's identity, review recent commits, and test in isolated environments before production deployment.
List & Monetize Your Skill
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Use Cases▌
User Story & Requirements Generation
Create detailed user stories, acceptance criteria, and feature specs
Example
Generate user stories for 'password reset feature' with acceptance criteria, edge cases, and test scenarios
Reduce spec writing time by 50%, ensure comprehensive coverage
Competitive Analysis
Research competitors, compare features, identify gaps
Example
Analyze 5 competitor products, create feature comparison matrix, suggest differentiation opportunities
Complete competitive research in 2 hours instead of 2 days
Roadmap Prioritization
Evaluate features using frameworks (RICE, ICE, Kano) and create prioritized backlogs
Example
Score 20 feature ideas using RICE framework, generate prioritized roadmap with rationale
Make data-driven prioritization decisions faster
Stakeholder Communication
Draft PRDs, status updates, and stakeholder presentations
Example
Create executive summary of Q3 roadmap, monthly progress report, feature launch announcement
Save 3-5 hours/week on communication overhead
Implementation Guide▌
Prerequisites
- ›Claude Desktop or compatible AI client
- ›Access to product documentation and roadmap tools (Jira, Notion, etc.)
- ›Understanding of product management frameworks (RICE, Jobs-to-be-Done, etc.)
- ›Stakeholder contact information and communication channels
Time Estimate
30-60 minutes to see productivity improvements
Installation Steps
- 1.Install product management skill
- 2.Start with user story generation for known feature
- 3.Progress to competitive analysis: research 2-3 competitors
- 4.Use for roadmap prioritization: apply RICE/ICE scoring
- 5.Draft stakeholder communications and refine based on feedback
- 6.Build template library for recurring PM tasks
- 7.Share effective prompts with product team
Common Pitfalls
- ⚠Not validating competitive research—verify facts before sharing
- ⚠Accepting user stories without involving engineering team
- ⚠Over-relying on frameworks without qualitative judgment
- ⚠Not customizing outputs to company culture and communication style
- ⚠Skipping stakeholder validation of generated requirements
Best Practices▌
✓ Do
- +Validate research and competitive analysis with real data
- +Collaborate with engineering when generating technical requirements
- +Customize frameworks and templates to your company context
- +Use skill for first drafts, refine with stakeholder input
- +Document successful prompt patterns for PM tasks
- +Combine AI efficiency with human judgment and intuition
✗ Don't
- −Don't publish competitive analysis without fact-checking
- −Don't finalize user stories without engineering review
- −Don't make prioritization decisions solely on AI scoring
- −Don't skip customer validation of generated requirements
- −Don't ignore company-specific context and culture
💡 Pro Tips
- ★Provide context: company goals, constraints, customer feedback
- ★Ask for alternatives: 'Show 3 ways to prioritize this roadmap'
- ★Request stakeholder-specific formatting: 'Executive summary vs. engineering spec'
- ★Use skill for 70% generation + 30% customization to company needs
When to Use This▌
✓ Use When
Use for user story writing, competitive research, roadmap prioritization, stakeholder communication, and PRD drafting. Best for reducing repetitive documentation and research work.
✗ Avoid When
Avoid for strategic product vision (requires deep customer empathy), pricing decisions (needs market and financial expertise), or when face-to-face customer discovery is more valuable than speed.
Learning Path▌
- 1Basic: user stories, feature specs, status updates
- 2Intermediate: competitive analysis, prioritization frameworks, PRDs
- 3Advanced: product strategy, go-to-market planning, OKR setting
- 4Expert: product vision, market positioning, business model innovation
Discussion
Product Hunt–style comments (not star reviews)- No comments yet — start the thread.
Ratings
4.6★★★★★33 reviews- ★★★★★Aanya Diallo· Dec 28, 2024
axiom-ios-games is among the better-maintained entries we tried; worth keeping pinned for repeat workflows.
- ★★★★★Kofi Chen· Dec 16, 2024
axiom-ios-games fits our agent workflows well — practical, well scoped, and easy to wire into existing repos.
- ★★★★★Shikha Mishra· Dec 4, 2024
I recommend axiom-ios-games for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.
- ★★★★★Yash Thakker· Nov 23, 2024
axiom-ios-games fits our agent workflows well — practical, well scoped, and easy to wire into existing repos.
- ★★★★★Aarav Kim· Nov 19, 2024
Keeps context tight: axiom-ios-games is the kind of skill you can hand to a new teammate without a long onboarding doc.
- ★★★★★Kaira Huang· Nov 7, 2024
I recommend axiom-ios-games for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.
- ★★★★★Camila Thompson· Oct 26, 2024
Solid pick for teams standardizing on skills: axiom-ios-games is focused, and the summary matches what you get after install.
- ★★★★★Dhruvi Jain· Oct 14, 2024
axiom-ios-games has been reliable in day-to-day use. Documentation quality is above average for community skills.
- ★★★★★Aarav Mensah· Oct 10, 2024
We added axiom-ios-games from the explainx registry; install was straightforward and the SKILL.md answered most questions upfront.
- ★★★★★Oshnikdeep· Sep 21, 2024
Keeps context tight: axiom-ios-games is the kind of skill you can hand to a new teammate without a long onboarding doc.
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