Game-Engine Architecture (engine-agnostic)
Generalizes the Unity-specific gamedev/* skills into engine-agnostic design.
For Unity APIs/DOTS specifics, defer to those skills.
The game loop
The heartbeat: process input → update simulation → render. Key decision is the timestep:
- Fixed timestep for the simulation (deterministic physics, stable netcode), decoupled from a variable render rate with interpolation. This is the standard for anything needing determinism (multiplayer, physics).
- Variable timestep is simpler but makes physics/netcode non-deterministic.
Data model: ECS vs scene-graph/OOP
| 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.
Render pipeline
- Forward (shade per object) vs deferred (G-buffer, shade per pixel — many lights) vs forward+ / clustered. Choose by light count and platform (mobile/bandwidth favors forward/tiled).
- A render graph / frame graph declares passes + resource dependencies so the engine schedules and aliases GPU memory — the modern structuring approach.
Core subsystems
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.
Netcode (multiplayer)
- Lockstep (send inputs, simulate deterministically everywhere): tiny bandwidth, needs full determinism; RTS.
- Client prediction + server reconciliation: responsive, authoritative server; FPS.
- Rollback: predict + re-simulate on correction; fighting games. Authority and determinism (fixed timestep) are the cross-cutting requirements.
Guidance
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.