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game-engine

game engine frame loop

Unreal, Bevy

SystemTechniques · 9Primitives · 38 game-engine Hot reloadingcompilers · 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 dequeconcurrency · 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 treesgraphics · medium: Tree of selector, sequence and decorator nodes ticked each frame for NPC decisionsEntity-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 pathfindinggraphics · medium: Navmesh generation from geometry, A* over polygons, funnel string pulling, local avoidanceRender 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 skinninggraphics · medium: Bone hierarchies and linear/dual-quaternion skinningFixed timestep loopgraphics · low: Fixed simulation dt with accumulator, render interpolation, spiral-of-death guardStructure 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 allocatorsystems · 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 hierarchyphysics · 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 buffersgraphics · 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 rotationsgeometry · 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 transformsgraphics · low: Transform hierarchies with dirty flags and flattened world matrix updatesFibers stackful coroutinesconcurrency · low: User-mode context switch: stack allocation, register save, M:N scheduling of green threadsSteering behaviorsgame-ai · low: Seek, flee, arrive, pursue, avoid and flock as summed steering forces per agent, clamped by max force and speedUtility aigame-ai · low: Score each candidate action by response curves over considerations and pick the best or a weighted random oneVsync frame pacinggraphics · low: Vsync, swapchain presentation modes, frame pacing, latency and variable refreshCPU caches and the memory hierarchyhardware-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 profilinghardware-os · low: Scoped timing markers in hot loops with low overhead, per-frame timelines and trace exportSemi-implicit Eulernumerics · 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 allocatorsystems · 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 resolutioncompilers · low: Resolve import specifiers to files: Node and ESM resolution, package exports, CJS interop+ 2 more techniques+ 22 more primitives

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