primitives-dsl for Openclaw

A portable Domain Specific Language using six universal primitives to design, translate, and explain complex game engine architectures.

stusatwork-oss
v1.0.0
Feb 13, 2026
0
1.6k
0

Install & Download

1. ClawHub CLI

The fastest way to install a skill directly from the registry.

npx clawhub@latest install primitives-dsl

2. Manual Installation

Copy the skill folder to one of these locations

Global
~/.openclaw/skills/
Workspace
<project>/skills/

Priority: Workspace > Local > Bundled

3. Prompt Installation

Copy this prompt to OpenClaw to install it automatically.

Help me install primitives-dsl using Clawhub. If Clawhub is not installed, install it first (npm i -g clawhub).

Prefer to download?

Get the raw skill files in a ZIP archive.

What is primitives-dsl?

The primitives-dsl skill provides a robust framework for building and analyzing game systems through a standardized vocabulary of six core components: LOOP, TILEGRID, CONTROLBLOCK, POOL, EVENT, and DISPATCHER. By using this Openclaw Skills resource, developers can create architectures that remain portable across vastly different environments, from legacy 68K systems to modern GPU-driven CUDA kernels and Entity Component Systems (ECS).

This skill is particularly valuable for developers who need to bridge the gap between low-level hardware constraints and high-level architectural design. It ensures that game logic is decoupled from platform-specific implementations, making it an essential tool for cross-platform engine development and refactoring legacy codebases into modern, maintainable structures through the power of Openclaw Skills.

primitives-dsl Use Cases

  • Designing portable game or simulation loops for multi-platform deployment.
  • Translating existing architectures between 68K, Cell/PPU, CUDA, and ECS environments.
  • Streamlining the communication of complex engine structures to AI coding agents.
  • Refactoring disorganized code into an explicit, state-and-flow-based architecture.
  • Creating constrained-device or edge-computing game loops with stable memory footprints.

How primitives-dsl Works

  1. Identify the core components of your game system and map them to the six universal primitives defined in Openclaw Skills.
  2. Define the LOOP phase ordering and time-slicing logic to control the simulation cycle.
  3. Structure spatial indices using TILEGRID rules for adjacency and zone management.
  4. Organize behavior and constraints within the authoritative CONTROLBLOCK state records.
  5. Manage memory allocation through a bounded POOL to prevent performance bottlenecks in hot paths.
  6. Configure the DISPATCHER to route EVENT messages and manage scheduling policies across CPU threads or GPU kernels.
  7. Generate a comprehensive Primitive Map, Dataflow Sketch, and Portability Notes to finalize the architectural blueprint.

primitives-dsl Setup

To integrate this Openclaw Skills module into your workflow, include the primitives-dsl definition in your agent's skill library. You can invoke the skill using standardized prompts within your development environment:

# Example invocation for the AI agent
"Apply primitives-dsl to design a loop for [YOUR_SUBSYSTEM]. Provide a Primitive Map + Dataflow + Portability."

Ensure you have access to the quick card reference for a technical overview of primitive definitions and constraints as specified in the Openclaw Skills documentation.

primitives-dsl Data Schema & Taxonomy

The primitives-dsl skill organizes architectural data using a structured output contract to ensure consistency across different Openclaw Skills implementations.

Primitive Data Responsibility Key Metadata
LOOP Execution Phase ordering Time-slice budgeting
TILEGRID Spatial adjacency rules Grid dimensions (2D/3D)
CONTROLBLOCK Authoritative state Flags, counters, handles
POOL Bounded memory allocation Entity/Job capacity
EVENT Message payload Routing key/channel
DISPATCHER Work scheduling FIFO, Priority, Fixed-step

primitives-dsl Advanced Features

  • Multi-architecture translation: Seamlessly map logic between 68K-era loops and modern parallelized GPU kernels using Openclaw Skills.
  • AI Agent Optimization: Uses a high-density architectural vocabulary to minimize ambiguity when explaining engine structures to LLMs.
  • Deterministic State Control: Provides explicit CONTROLBLOCK field definitions to ensure state predictability across different hardware targets.
  • Performance Budgeting: Integrated DISPATCHER policies allow for fixed-step or budgeted simulation cycles within the Openclaw Skills framework.

SKILL.md


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