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game engine frame loop
Unreal, Bevy
System
Techniques · 9
Primitives · 38
game-engine
Hot reloading
compilers · medium: Replace code in a running process by swapping an indirection point, then migrate the live state to the new layout at a safe moment.
›
Work-stealing deque
concurrency · medium: Per-worker deque: the owner pushes and pops at the bottom without contention, idle workers steal from the top; the core of Rayon, Tokio and Go.
›
Behavior trees
graphics · medium: Tree of selector, sequence and decorator nodes ticked each frame for NPC decisions
Entity-component-system (ECS)
graphics · medium: Store each attribute type in its own packed array keyed by an id, and run update functions over exactly the ids that have the attributes they need.
›
Navigation mesh pathfinding
graphics · medium: Navmesh generation from geometry, A* over polygons, funnel string pulling, local avoidance
Render graph (frame graph)
graphics · medium: Passes declare what they read and write; a per-frame compile drops unused passes, orders the rest, shares memory between short-lived resources and derives the barriers.
›
Skeletal animation skinning
graphics · medium: Bone hierarchies and linear/dual-quaternion skinning
Fixed timestep loop
graphics · low: Fixed simulation dt with accumulator, render interpolation, spiral-of-death guard
Structure of arrays and hot/cold sp…
hardware-os · low: Store each field in its own array and keep rarely used fields apart, so a loop reads only the bytes it needs and the compiler can vectorize it.
›
Arena allocator
systems · low: Allocate by bumping a pointer through big chunks and free everything at once: a few instructions per allocation for objects sharing a lifetime.
›
Bounding volume hierarchy
physics · low: Binary tree of nested bounding boxes; prunes overlap and ray queries to O(log n) for any size distribution, and supports cheap insert/remove for moving objects.
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GPU command buffers
graphics · low: Record GPU work as a flat list of commands on the CPU, submit it in batches, and reuse its memory through a ring of frames in flight guarded by fences.
›
Quaternion rotations
geometry · low: Unit quaternions as 3D rotations: 4 floats, cheap composition, no gimbal lock, plus the conversions, interpolation choices and numerical care needed in practice.
›
Scene graph transforms
graphics · low: Transform hierarchies with dirty flags and flattened world matrix updates
Fibers stackful coroutines
concurrency · low: User-mode context switch: stack allocation, register save, M:N scheduling of green threads
Steering behaviors
game-ai · low: Seek, flee, arrive, pursue, avoid and flock as summed steering forces per agent, clamped by max force and speed
Utility ai
game-ai · low: Score each candidate action by response curves over considerations and pick the best or a weighted random one
Vsync frame pacing
graphics · low: Vsync, swapchain presentation modes, frame pacing, latency and variable refresh
CPU caches and the memory hierarchy
hardware-os · low: Sizes, line widths and latencies of L1/L2/L3/DRAM on modern x86 and Apple M-series, and the data-layout rules that follow from them.
›
Instrumented profiling
hardware-os · low: Scoped timing markers in hot loops with low overhead, per-frame timelines and trace export
Semi-implicit Euler
numerics · low: Update velocity from forces first, then position with the new velocity: explicit Euler cost, but symplectic and stable; the default game-physics integrator.
›
Slab allocator
systems · low: Pre-carve pages into equal-size slots per size class with an in-place free list: O(1) alloc and free, no external fragmentation, cache-warm reuse.
›
Module resolution
compilers · low: Resolve import specifiers to files: Node and ESM resolution, package exports, CJS interop
+ 2 more techniques
+ 22 more primitives
System
Techniques · 9
Primitives · 38
game-engine
Hot reloading
compilers · medium: Replace code in a running process by swapping an indirection point, then migrate the live state to the new layout at a safe moment.
›
Work-stealing deque
concurrency · medium: Per-worker deque: the owner pushes and pops at the bottom without contention, idle workers steal from the top; the core of Rayon, Tokio and Go.
›
Behavior trees
graphics · medium: Tree of selector, sequence and decorator nodes ticked each frame for NPC decisions
Entity-component-system (ECS)
graphics · medium: Store each attribute type in its own packed array keyed by an id, and run update functions over exactly the ids that have the attributes they need.
›
Navigation mesh pathfinding
graphics · medium: Navmesh generation from geometry, A* over polygons, funnel string pulling, local avoidance
Render graph (frame graph)
graphics · medium: Passes declare what they read and write; a per-frame compile drops unused passes, orders the rest, shares memory between short-lived resources and derives the barriers.
›
Skeletal animation skinning
graphics · medium: Bone hierarchies and linear/dual-quaternion skinning
Linking and relocation
compilers · medium: The linker merges object files, matches each undefined name to one definition, assigns addresses and patches every recorded reference (relocation); dynamic linking defers part of that to load time.
›
Polygon tessellation
geometry · medium: Triangulate polygons with holes (ear clipping, earcut, monotone sweep)
Fixed timestep loop
graphics · low: Fixed simulation dt with accumulator, render interpolation, spiral-of-death guard
Structure of arrays and hot/cold sp…
hardware-os · low: Store each field in its own array and keep rarely used fields apart, so a loop reads only the bytes it needs and the compiler can vectorize it.
›
Arena allocator
systems · low: Allocate by bumping a pointer through big chunks and free everything at once: a few instructions per allocation for objects sharing a lifetime.
›
Bounding volume hierarchy
physics · low: Binary tree of nested bounding boxes; prunes overlap and ray queries to O(log n) for any size distribution, and supports cheap insert/remove for moving objects.
›
GPU command buffers
graphics · low: Record GPU work as a flat list of commands on the CPU, submit it in batches, and reuse its memory through a ring of frames in flight guarded by fences.
›
Quaternion rotations
geometry · low: Unit quaternions as 3D rotations: 4 floats, cheap composition, no gimbal lock, plus the conversions, interpolation choices and numerical care needed in practice.
›
Scene graph transforms
graphics · low: Transform hierarchies with dirty flags and flattened world matrix updates
Fibers stackful coroutines
concurrency · low: User-mode context switch: stack allocation, register save, M:N scheduling of green threads
Steering behaviors
game-ai · low: Seek, flee, arrive, pursue, avoid and flock as summed steering forces per agent, clamped by max force and speed
Utility ai
game-ai · low: Score each candidate action by response curves over considerations and pick the best or a weighted random one
Vsync frame pacing
graphics · low: Vsync, swapchain presentation modes, frame pacing, latency and variable refresh
CPU caches and the memory hierarchy
hardware-os · low: Sizes, line widths and latencies of L1/L2/L3/DRAM on modern x86 and Apple M-series, and the data-layout rules that follow from them.
›
Instrumented profiling
hardware-os · low: Scoped timing markers in hot loops with low overhead, per-frame timelines and trace export
Semi-implicit Euler
numerics · low: Update velocity from forces first, then position with the new velocity: explicit Euler cost, but symplectic and stable; the default game-physics integrator.
›
Slab allocator
systems · low: Pre-carve pages into equal-size slots per size class with an in-place free list: O(1) alloc and free, no external fragmentation, cache-warm reuse.
›
Module resolution
compilers · low: Resolve import specifiers to files: Node and ESM resolution, package exports, CJS interop
File system watching
hardware-os · low: Treat OS change notices as hints, debounce them, and rescan and diff a snapshot whenever notices overflow or may be lost.
›
Epoch-based reclamation
concurrency · low: Threads announce a global epoch while touching shared lock-free data; garbage retired in epoch e is freed once the epoch reaches e + 2.
›
Memory ordering
concurrency · low: What Relaxed, Acquire, Release and SeqCst atomics actually guarantee, what they cost on x86 and ARM, and which one each pattern needs.
›
BFS and DFS
graphs · low: The two basic graph traversals; BFS gives hop distances and levels, DFS gives discovery/finish order for cycles, components and topological order.
›
Swiss table
data-structures · low: Open-addressing hash table that filters 8-16 slots at once with 1-byte hash tags and SIMD, giving fast lookups at 87.5 % load.
›
A* search
graphs · low: Dijkstra ordered by cost-so-far plus an admissible estimate of the remaining cost; optimal paths while exploring far fewer nodes toward the goal.
›
Spatial hashing
physics · low: Uniform grid stored in a hash table: bucket objects by cell, test only neighbouring cells; O(n) neighbour search for many similar-sized objects such as particles.
›
Interval tree
data-structures · low: Index of ranges that answers "which intervals overlap this point or range?" in O(log n + k); static sorted-array form is the compact, cache-friendly choice.
›
Gpu synchronization fences
graphics · low: Fences, timeline semaphores and sync files between GPU queues, CPU and processes
Topological sort
graphs · low: Order the vertices of a DAG so every edge points forward; the core of build systems, schedulers and dependency resolution, with cycle detection for free.
›
Spline interpolation
numerics · low: Linear, bilinear/trilinear and cubic spline interpolation on grids and tables
Executable formats elf pe
compilers · low: ELF, PE and Mach-O: sections, segments, symbol tables, relocations, dynamic loading
String interning
data-structures · low: Store each distinct string once and refer to it by id
mmap and the page cache
hardware-os · low: How read() and mmap reach file data through the kernel page cache, what readahead and madvise do, and why databases use their own buffer pool instead.
›
Exact geometric predicates
geometry · low: Robust orient and incircle tests with adaptive-precision floats (Shewchuk) or exact arithmetic
Half edge mesh
graphics · low: Half-edge mesh connectivity for editable polygon meshes
d-ary heap
data-structures · low: Array heap with d children per node (d = 4 typical): half the binary heap's depth, siblings in one cache line, faster priority queues.
›
Fast hash functions
data-structures · low: Non-cryptographic hashes built from 64×64→128-bit multiplies and xor-shifts; pick by key size, trust level and whether the hash is persisted.
›
Dijkstra's algorithm
graphs · low: Single-source shortest paths with non-negative edge weights by settling vertices in order of distance with a priority queue.
›
Virtual memory and the TLB
hardware-os · low: How page tables and TLBs translate every address, what TLB reach means, and when 2 MiB or 1 GiB huge pages pay off on Linux.
›
Sparse matrices (CSR)
numerics · low: Compressed sparse row stores only nonzeros as row pointers, column indices and values; SpMV streams them once, so it is memory-bandwidth bound.
›
Parallel prefix sum
search-sort · low: Work-efficient scan (Blelloch, decoupled look-back) on CPU SIMD and GPUs; stream compaction
Copy for AI
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