GA

Game Development Architecture

Guidelines for game development architecture.

Details

Language / Topic
_UUniversal
Category
Architecture

Rules

balanced

Game Development Architecture

- Use Entity-Component-System (ECS) or component-based architecture — avoid deep inheritance hierarchies for game objects.
- Separate the game loop into fixed-timestep update (physics, logic) and variable-timestep render phases to ensure deterministic simulation.
- Pool frequently allocated objects (bullets, particles, enemies) to avoid garbage collection spikes during gameplay.

Game Development Architecture

- Use Entity-Component-System (ECS) or component-based architecture for game objects — avoid deep inheritance hierarchies that become rigid and hard to extend.
- Separate the game loop into fixed-timestep update (physics, game logic) and variable-timestep render phases to ensure deterministic simulation regardless of frame rate.
- Pool frequently allocated objects (bullets, particles, VFX, enemies) to avoid garbage collection pauses and allocation spikes during gameplay.
- Use a scene graph or spatial partitioning (quadtree, octree, spatial hash) for efficient collision detection and rendering culling.
- Decouple game systems (input, physics, AI, audio, rendering) so they can be tested, profiled, and optimized independently.
- Use an event/message bus for cross-system communication instead of direct references — this prevents circular dependencies between game systems.
- Keep game state serializable for save/load, replay, and networked multiplayer synchronization.