| name | using-simulation-foundations |
| description | Router for simulation math - ODEs, state-space, stability, control, numerics, chaos, stochastic |
| pack | yzmir/simulation-foundations |
| faction | yzmir |
| skill_type | meta_router |
| dependencies | yzmir/simulation-foundations/differential-equations-for-games, yzmir/simulation-foundations/state-space-modeling, yzmir/simulation-foundations/stability-analysis, yzmir/simulation-foundations/feedback-control-theory, yzmir/simulation-foundations/numerical-methods, yzmir/simulation-foundations/continuous-vs-discrete, yzmir/simulation-foundations/chaos-and-sensitivity, yzmir/simulation-foundations/stochastic-simulation |
| estimated_time_hours | 0.5 |
Using Simulation-Foundations (Meta-Skill Router)
Your entry point to mathematical simulation foundations. This skill routes you to the right combination of mathematical skills for your game simulation challenge.
Purpose
This is a meta-skill that:
- ✅ Routes you to the correct mathematical skills
- ✅ Combines multiple skills for complex simulations
- ✅ Provides workflows for common simulation types
- ✅ Explains when to use theory vs empirical tuning
You should use this skill: When building any simulation system that needs mathematical rigor.
Core Philosophy: Theory Enables Design
The Central Idea
Empirical Tuning: Trial-and-error adjustment of magic numbers
- Slow iteration (run simulation, observe, tweak, repeat)
- Unpredictable behavior (systems drift to extremes)
- No guarantees (stability, convergence, performance)
- Difficult debugging (why did it break?)
Mathematical Foundation: Formulate systems using theory
- Fast iteration (predict behavior analytically)
- Predictable behavior (stability analysis)
- Guarantees (equilibrium, convergence, bounds)
- Systematic debugging (root cause analysis)
When This Pack Applies
✅ Use simulation-foundations when:
- Building physics, AI, or economic simulation systems
- Need stability guarantees (ecosystems, economies)
- Performance matters (60 FPS real-time constraints)
- Multiplayer determinism required (lockstep networking)
- Long-term behavior unpredictable (100+ hour campaigns)
❌ Don't use simulation-foundations when:
- Simple systems with no continuous dynamics
- Pure authored content (no simulation)
- Empirical tuning sufficient (static balance tables)
- Math overhead not justified (tiny indie game)
Pack Overview: 8 Core Skills
Wave 1: Foundational Mathematics
1. differential-equations-for-games
When to use: ANY continuous dynamics (population, physics, resources) Teaches: Formulating and solving ODEs for game systems Examples: Lotka-Volterra ecosystems, spring-damper camera, resource regeneration Time: 2.5-3.5 hours Key insight: Systems with rates of change need ODEs
2. state-space-modeling
When to use: Complex systems with many interacting variables Teaches: Representing game state mathematically, reachability analysis Examples: Fighting game frame data, RTS tech trees, puzzle solvability Time: 2.5-3.5 hours Key insight: Explicit state representation enables analysis
3. stability-analysis
When to use: Need to prevent crashes, explosions, extinctions Teaches: Equilibrium points, eigenvalue analysis, Lyapunov functions Examples: Ecosystem balance, economy stability, physics robustness Time: 3-4 hours Key insight: Analyze stability BEFORE shipping
Wave 2: Control and Integration
4. feedback-control-theory
When to use: Smooth tracking, adaptive systems, disturbance rejection Teaches: PID controllers for game systems Examples: Camera smoothing, AI pursuit, dynamic difficulty Time: 2-3 hours Key insight: PID replaces magic numbers with physics
5. numerical-methods
When to use: Implementing continuous systems in discrete timesteps Teaches: Euler, Runge-Kutta, symplectic integrators Examples: Physics engines, cloth, orbital mechanics Time: 2.5-3.5 hours Key insight: Integration method affects stability
6. continuous-vs-discrete
When to use: Choosing model type (continuous ODEs vs discrete events) Teaches: When to use continuous, discrete, or hybrid Examples: Turn-based vs real-time, cellular automata, quantized resources Time: 2-2.5 hours Key insight: Wrong choice costs 10× performance OR 100× accuracy
Wave 3: Advanced Topics
7. chaos-and-sensitivity
When to use: Multiplayer desyncs, determinism requirements, sensitivity analysis Teaches: Butterfly effect, Lyapunov exponents, deterministic chaos Examples: Weather systems, multiplayer lockstep, proc-gen stability Time: 2-3 hours Key insight: Deterministic ≠ predictable
8. stochastic-simulation
When to use: Random processes, loot systems, AI uncertainty Teaches: Probability distributions, Monte Carlo, stochastic differential equations Examples: Loot drops, crit systems, procedural generation Time: 2-3 hours Key insight: Naive randomness creates exploits
Routing Logic: Which Skills Do I Need?
Decision Tree
START: What are you building?
├─ ECOSYSTEM / POPULATION SIMULATION
│ ├─ Formulate dynamics → differential-equations-for-games
│ ├─ Prevent extinction/explosion → stability-analysis
│ ├─ Implement simulation → numerical-methods
│ └─ Random events? → stochastic-simulation
│
├─ PHYSICS SIMULATION
│ ├─ Formulate forces → differential-equations-for-games
│ ├─ Choose integrator → numerical-methods
│ ├─ Prevent explosions → stability-analysis
│ ├─ Multiplayer determinism? → chaos-and-sensitivity
│ └─ Real-time vs turn-based? → continuous-vs-discrete
│
├─ ECONOMY / RESOURCE SYSTEM
│ ├─ Formulate flows → differential-equations-for-games
│ ├─ Prevent inflation/deflation → stability-analysis
│ ├─ Discrete vs continuous? → continuous-vs-discrete
│ └─ Market randomness? → stochastic-simulation
│
├─ AI / CONTROL SYSTEM
│ ├─ Smooth behavior → feedback-control-theory
│ ├─ State machine analysis → state-space-modeling
│ ├─ Decision uncertainty → stochastic-simulation
│ └─ Prevent oscillation → stability-analysis
│
├─ MULTIPLAYER / DETERMINISM
│ ├─ Understand desync sources → chaos-and-sensitivity
│ ├─ Choose precision → numerical-methods
│ ├─ Discrete events? → continuous-vs-discrete
│ └─ State validation → state-space-modeling
│
└─ LOOT / RANDOMNESS SYSTEM
├─ Choose distributions → stochastic-simulation
├─ Prevent exploits → stochastic-simulation (anti-patterns)
├─ Pity systems → feedback-control-theory (setpoint tracking)
└─ Long-term balance → stability-analysis
15+ Scenarios: Which Skills Apply?
Scenario 1: "Rimworld-style ecosystem (wolves/deer/grass)"
Primary: differential-equations-for-games (Lotka-Volterra) Secondary: stability-analysis (prevent extinction), numerical-methods (RK4 integration) Optional: stochastic-simulation (random migration events) Time: 6-10 hours
Scenario 2: "Unity physics engine with springs/dampers"
Primary: differential-equations-for-games (spring-mass-damper) Secondary: numerical-methods (semi-implicit Euler), stability-analysis (prevent explosion) Optional: chaos-and-sensitivity (multiplayer physics) Time: 5-8 hours
Scenario 3: "EVE Online-style economy (inflation prevention)"
Primary: differential-equations-for-games (resource flows) Secondary: stability-analysis (equilibrium analysis), continuous-vs-discrete (discrete items) Optional: stochastic-simulation (market fluctuations) Time: 6-9 hours
Scenario 4: "Smooth camera follow (Uncharted-style)"
Primary: feedback-control-theory (PID camera) Secondary: differential-equations-for-games (spring-damper alternative) Optional: None (focused problem) Time: 2-4 hours
Scenario 5: "Left 4 Dead AI Director (adaptive difficulty)"
Primary: feedback-control-theory (intensity tracking) Secondary: differential-equations-for-games (smooth intensity changes) Optional: stochastic-simulation (spawn randomness) Time: 4-6 hours
Scenario 6: "Fighting game frame data analysis"
Primary: state-space-modeling (state transitions) Secondary: None (discrete system) Optional: chaos-and-sensitivity (combo sensitivity to timing) Time: 3-5 hours
Scenario 7: "RTS lockstep multiplayer (prevent desyncs)"
Primary: chaos-and-sensitivity (understand floating-point sensitivity) Secondary: numerical-methods (fixed-point arithmetic), continuous-vs-discrete (deterministic events) Optional: state-space-modeling (state validation) Time: 5-8 hours
Scenario 8: "Kerbal Space Program orbital mechanics"
Primary: numerical-methods (symplectic integrators for energy conservation) Secondary: differential-equations-for-games (Newton's gravity), chaos-and-sensitivity (three-body problem) Optional: None (focused on accuracy) Time: 6-10 hours
Scenario 9: "Diablo-style loot drops (fair randomness)"
Primary: stochastic-simulation (probability distributions, pity systems) Secondary: None (focused problem) Optional: feedback-control-theory (pity timer as PID) Time: 3-5 hours
Scenario 10: "Cloth simulation (Unity/Unreal)"
Primary: numerical-methods (Verlet integration, constraints) Secondary: differential-equations-for-games (spring forces), stability-analysis (prevent blow-up) Optional: None (standard cloth physics) Time: 5-8 hours
Scenario 11: "Turn-based tactical RPG"
Primary: continuous-vs-discrete (choose discrete model) Secondary: state-space-modeling (action resolution), stochastic-simulation (hit/crit rolls) Optional: None (discrete system) Time: 4-6 hours
Scenario 12: "Procedural weather system (dynamic)"
Primary: differential-equations-for-games (smooth weather transitions) Secondary: stochastic-simulation (random weather events), chaos-and-sensitivity (Lorenz attractor) Optional: numerical-methods (weather integration) Time: 5-8 hours
Scenario 13: "Path of Exile economy balance"
Primary: stability-analysis (currency sink/faucet equilibrium) Secondary: differential-equations-for-games (flow equations), stochastic-simulation (drop rates) Optional: continuous-vs-discrete (discrete items, continuous flows) Time: 6-9 hours
Scenario 14: "Racing game suspension (realistic feel)"
Primary: differential-equations-for-games (spring-damper suspension) Secondary: feedback-control-theory (PID for stability), numerical-methods (fast integration) Optional: stability-analysis (prevent oscillation) Time: 5-8 hours
Scenario 15: "Puzzle game solvability checker"
Primary: state-space-modeling (reachability analysis) Secondary: None (graph search problem) Optional: chaos-and-sensitivity (sensitivity to initial state) Time: 3-5 hours
Multi-Skill Workflows
Workflow 1: Ecosystem Simulation (Rimworld, Dwarf Fortress)
Skills in sequence:
- differential-equations-for-games (2.5-3.5h) - Formulate Lotka-Volterra
- stability-analysis (3-4h) - Find equilibrium, prevent extinction
- numerical-methods (2.5-3.5h) - Implement RK4 integration
- stochastic-simulation (2-3h) - Add random migration/disease
Total time: 10-14 hours Result: Stable ecosystem with predictable long-term behavior
Workflow 2: Physics Engine (Unity, Unreal, custom)
Skills in sequence:
- differential-equations-for-games (2.5-3.5h) - Newton's laws, spring-damper
- numerical-methods (2.5-3.5h) - Semi-implicit Euler, Verlet
- stability-analysis (3-4h) - Prevent ragdoll explosion
- chaos-and-sensitivity (2-3h) - Multiplayer determinism (if needed)
Total time: 10-14 hours (12-17 with multiplayer) Result: Stable, deterministic physics at 60 FPS
Workflow 3: Economy System (EVE, Path of Exile)
Skills in sequence:
- differential-equations-for-games (2.5-3.5h) - Resource flow equations
- stability-analysis (3-4h) - Equilibrium analysis, inflation prevention
- continuous-vs-discrete (2-2.5h) - Discrete items, continuous flows
- stochastic-simulation (2-3h) - Market fluctuations, drop rates
Total time: 10-13 hours Result: Self-regulating economy with predictable equilibrium
Workflow 4: AI Control System (Camera, Difficulty, NPC)
Skills in sequence:
- feedback-control-theory (2-3h) - PID controller design
- differential-equations-for-games (1-2h) - Alternative spring-damper (optional)
- stability-analysis (1-2h) - Prevent oscillation (optional)
Total time: 2-7 hours (depending on complexity) Result: Smooth, adaptive AI behavior
Workflow 5: Multiplayer Determinism (RTS, Fighting Games)
Skills in sequence:
- chaos-and-sensitivity (2-3h) - Understand desync sources
- numerical-methods (2.5-3.5h) - Fixed-point arithmetic
- state-space-modeling (2.5-3.5h) - State validation
- continuous-vs-discrete (2-2.5h) - Deterministic event ordering
Total time: 9-12.5 hours Result: Zero desyncs in multiplayer
Integration with Other Skillpacks
Primary Integration: bravos/simulation-tactics
simulation-tactics = HOW to implement simulation-foundations = WHY it works mathematically
Cross-references TO simulation-foundations:
- physics-simulation-patterns → differential-equations + numerical-methods (math behind fixed timestep)
- ecosystem-simulation → stability-analysis (Lotka-Volterra mathematics)
- debugging-simulation-chaos → chaos-and-sensitivity (determinism theory)
- performance-optimization → numerical-methods (integration accuracy vs cost)
Cross-references FROM simulation-foundations:
- differential-equations → simulation-tactics for implementation patterns
- stability-analysis → ecosystem-simulation for practical code
- numerical-methods → physics-simulation for engine integration
Secondary Integration: bravos/systems-as-experience
Cross-references:
- state-space-modeling → strategic-depth-from-systems (build space mathematics)
- stochastic-simulation → player-driven-narratives (procedural event probabilities)
Quick Start Guides
Quick Start 1: Stable Ecosystem (4 hours)
Goal: Predator-prey system that doesn't crash
Steps:
- Read differential-equations Quick Start (1h)
- Formulate Lotka-Volterra equations (0.5h)
- Read stability-analysis Quick Start (1h)
- Find equilibrium, check eigenvalues (1h)
- Implement with semi-implicit Euler (0.5h)
Result: Ecosystem oscillates stably, no extinction
Quick Start 2: Smooth Camera (2 hours)
Goal: Uncharted-style camera follow
Steps:
- Read feedback-control Quick Start (0.5h)
- Implement PID controller (1h)
- Tune using Ziegler-Nichols (0.5h)
Result: Smooth camera with no overshoot
Quick Start 3: Fair Loot System (3 hours)
Goal: Diablo-style loot with pity timer
Steps:
- Read stochastic-simulation Quick Start (1h)
- Choose distribution (Bernoulli + pity) (0.5h)
- Implement and test fairness (1.5h)
Result: Loot system with guaranteed legendary every 90 pulls
Common Pitfalls
Pitfall 1: Skipping Stability Analysis
Problem: Shipping systems without analyzing equilibrium
Symptom: Game works fine for 10 hours, crashes at hour 100 (population explosion)
Fix: ALWAYS use stability-analysis for systems with feedback loops
Pitfall 2: Wrong Integrator Choice
Problem: Using explicit Euler for stiff systems
Symptom: Physics explodes at high framerates or with strong springs
Fix: Use numerical-methods decision framework (semi-implicit for physics)
Pitfall 3: Assuming Determinism
Problem: Identical code on two machines, assuming identical results
Symptom: Multiplayer desyncs after 5+ minutes
Fix: Read chaos-and-sensitivity, understand floating-point divergence
Pitfall 4: Naive Randomness
Problem: Using uniform random for everything
Symptom: Players exploit patterns, loot feels unfair
Fix: Use stochastic-simulation to choose proper distributions
Pitfall 5: Continuous for Discrete Problems
Problem: Using ODEs for turn-based combat
Symptom: 100× CPU overhead for no benefit
Fix: Read continuous-vs-discrete, use difference equations
Success Criteria
Your simulation uses foundations successfully when:
Predictability:
- Can predict long-term behavior analytically
- Equilibrium points known before shipping
- Stability verified mathematically
Performance:
- Integration method chosen deliberately (not default Euler)
- Real-time constraints met (60 FPS)
- Appropriate model type (continuous/discrete)
Robustness:
- No catastrophic failures (extinctions, explosions)
- Handles edge cases (zero populations, high framerates)
- Multiplayer determinism verified (if needed)
Maintainability:
- Parameters have physical meaning (not magic numbers)
- Behavior understood mathematically
- Debugging systematic (not trial-and-error)
Conclusion
The Golden Rule:
"Formulate first, tune second. Math predicts, empiricism confirms."
When You're Done with This Pack
You should be able to:
- ✅ Formulate game systems as differential equations
- ✅ Analyze stability before shipping
- ✅ Choose correct numerical integration method
- ✅ Design PID controllers for smooth behavior
- ✅ Understand deterministic chaos implications
- ✅ Apply proper probability distributions
- ✅ Prevent catastrophic simulation failures
- ✅ Debug simulations systematically
Next Steps
- Identify your simulation type (use routing logic above)
- Read foundational skill (usually differential-equations-for-games)
- Apply skills in sequence (use workflows above)
- Validate mathematically (stability analysis, testing)
- Integrate with simulation-tactics (implementation patterns)
Pack Structure Reference
yzmir/simulation-foundations/
├── using-simulation-foundations/ (THIS SKILL - router)
├── differential-equations-for-games/ (Wave 1 - Foundation)
├── state-space-modeling/ (Wave 1 - Foundation)
├── stability-analysis/ (Wave 1 - Foundation)
├── feedback-control-theory/ (Wave 2 - Control)
├── numerical-methods/ (Wave 2 - Integration)
├── continuous-vs-discrete/ (Wave 2 - Modeling Choice)
├── chaos-and-sensitivity/ (Wave 3 - Advanced)
└── stochastic-simulation/ (Wave 3 - Advanced)
Total pack time: 19-26 hours for comprehensive application
Go build simulations with mathematical rigor.