Use when implementing game development patterns.
Scanned 9/10/2026
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---
name: game-development-patterns
description: "Use when implementing game development patterns."
version: 1.0.0
author: Hermes Agent
license: MIT
metadata:
hermes:
tags: [game-development, Unity, Unreal, Godot, game-loop, ECS, state-machines]
related_skills: [unity-development-patterns, unreal-engine-basics, godot-game-engine, webxr-ar-vr-development]
---
# Game Development Patterns
Implementing core game development patterns — from game loops and component architecture through state management, input handling, and optimization.
## When to Use
- Building games with Unity, Unreal, or Godot
- Implementing game architecture patterns (ECS, State Machine)
- Managing game state, input, and physics
- Optimizing game performance
## Core Patterns
```python
GAME_PATTERNS = {
'game_loop': 'Update(tick) → ProcessInput → Render → fixed timestep or variable',
'entity_component': 'ECS architecture — entities are IDs, components are data, systems are logic',
'state_machine': 'Finite states (Idle, Walk, Jump, Attack) with transitions and conditions',
'object_pool': 'Reuse game objects instead of allocate/destroy (bullets, particles)',
'observer': 'Event system — decoupled communication between game systems',
}
class GameLoop:
"""Fixed timestep game loop pattern."""
def __init__(self, fps: int = 60):
self.target_dt = 1.0 / fps
self.accumulator = 0.0
self.running = False
def start(self):
import time
self.running = True
previous = time.time()
while self.running:
current = time.time()
self.accumulator += current - previous
previous = current
while self.accumulator >= self.target_dt:
self.update(self.target_dt)
self.accumulator -= self.target_dt
self.render()
def update(self, dt: float): pass
def render(self): pass
```
## Verification Checklist
- [ ] Game loop with fixed or variable timestep implemented
- [ ] Entity-Component or similar architecture chosen
- [ ] State machines for game entity behavior
- [ ] Object pooling for frequently spawned objects
- [ ] Input handling decoupled from game logic
- [ ] Performance profiling (frame time, draw calls, memory)
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