算法艺术创作
algorithmic-art
通过代码和可调参数创作生成艺术与交互式视觉效果。
game-engine-architecture【设计与创意】Game-engine architecture, engine-agnostic: the game loop (fixed vs variable timestep), ECS vs scene-graph/OOP, the render pipeline, core subsystems (physics, audio, animation, assets, memory), and netcode models. Architect- level, beyond any specific engine. USE WHEN: designing/evaluating a game engine or game's architecture in general, "game loop",…
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name: game-engine-architecture description: | Game-engine architecture, engine-agnostic: the game loop (fixed vs variable timestep), ECS vs scene-graph/OOP, the render pipeline, core subsystems (physics, audio, animation, assets, memory), and netcode models. Architect- level, beyond any specific engine.
USE WHEN: designing/evaluating a game engine or game's architecture in general, "game loop", "ECS", "entity component system", "render pipeline", "forward vs deferred", "rollback netcode", "lockstep", custom engine vs off-the-shelf, data-oriented game design.
gamedev/unity-* skills);
low-level cache/SIMD detail (use hardware-aware-design); web graphics (use
graphics skills).
allowed-tools: Read, Grep, GlobGeneralizes the Unity-specific gamedev/* skills into engine-agnostic design.
For Unity APIs/DOTS specifics, defer to those skills.
The heartbeat: process input → update simulation → render. Key decision is the timestep:
| OOP / scene graph | ECS (entity-component-system) | |
|---|---|---|
| Layout | Objects with inheritance | Data in contiguous component arrays |
| Cache | Pointer-chasing, poor | Data-oriented, cache-friendly, SIMD-able |
| Logic | Methods on objects | Systems iterate components |
| Fits | Small/simple games, editor tooling | Many entities, performance, parallelism |
ECS is the modern default for performance and parallelism (see
hardware-aware-design); OOP scene graphs remain fine for simpler titles.
Physics, audio, animation, scene/asset streaming, and a memory strategy (pools/arenas/frame allocators rather than per-frame malloc — determinism + no GC stalls). Keep subsystems decoupled behind clear interfaces.
Prefer off-the-shelf (Unity/Unreal/Godot) unless you have a specific reason to build. If custom: fixed-timestep loop, ECS for entity-heavy/perf games, a render graph, arena memory, and a netcode model matched to the genre.