Software EngineeringOpen accessPublished 3 Oct 2026
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.
DO NOT USE FOR: Unity-specific work (use the `gamedev/unity-*` skills);
low-level cache/SIMD detail (use `hardware-aware-design`); web graphics (use
graphics s…