| name | using-simulation-tactics |
| description | Router skill - analyze requirements and direct to appropriate tactics |
| mode | true |
Using Simulation Tactics: The Router Meta-Skill
Description
This is the PRIMARY ROUTER META-SKILL for the simulation-tactics skillpack. It teaches you how to:
- Analyze simulation requirements - Understand what the user actually needs
- Route to appropriate skills - Determine which of the 10 core skills apply
- Apply skills in correct order - Use the optimal workflow for the situation
- Combine multiple skills - Handle complex scenarios requiring several simulation types
This skill does NOT teach simulation implementation details. It teaches DECISION MAKING: which skill to use, when, and why.
When to Use This Meta-Skill
Use this meta-skill when:
- Starting ANY simulation-related game development task
- User asks about simulation but unclear which type
- Facing complex scenarios requiring multiple simulation types
- Need to determine implementation order for multi-system games
- Debugging simulation issues and unclear where to start
- Planning architecture for simulation-heavy games
The 10 Core Skills
Before routing, understand what each skill provides:
1. simulation-vs-faking (FOUNDATIONAL)
What it teaches: The fundamental trade-off between full simulation and approximation/faking When to route: ALWAYS FIRST - determines if you even need simulation Key question: "Do I simulate this, fake it, or use a hybrid approach?"
2. physics-simulation-patterns
What it teaches: Rigid bodies, vehicles, cloth, fluids, integration methods When to route: Need realistic physics for vehicles, ragdolls, destructibles, or fluid dynamics Key question: "Does this need real-time physics simulation?"
3. ai-and-agent-simulation
What it teaches: FSM, behavior trees, utility AI, GOAP, agent behaviors When to route: Need intelligent agent behavior (enemies, NPCs, units) Key question: "Do agents need to make decisions and act autonomously?"
4. traffic-and-pathfinding
What it teaches: A*, navmesh, flow fields, traffic simulation, congestion When to route: Need agents to navigate environments or simulate traffic Key question: "Do entities need to find paths or simulate traffic flow?"
5. economic-simulation-patterns
What it teaches: Supply/demand, markets, trade networks, price discovery When to route: Need economic systems (trading, markets, resources) Key question: "Does the game involve trade, economy, or resource markets?"
6. ecosystem-simulation
What it teaches: Predator-prey dynamics, food chains, population control When to route: Need living ecosystems with wildlife populations Key question: "Do I need animals/plants that breed, eat, and die naturally?"
7. crowd-simulation
What it teaches: Boids, formations, social forces, LOD for crowds When to route: Need large groups moving together (crowds, flocks, armies) Key question: "Do I need many entities moving as a coordinated group?"
8. weather-and-time
What it teaches: Day/night cycles, weather systems, seasonal effects When to route: Need atmospheric effects or time-based gameplay Key question: "Does the game need time progression or weather?"
9. performance-optimization-for-sims
What it teaches: Profiling, spatial partitioning, LOD, time-slicing, caching When to route: Performance problems with existing simulation Key question: "Is my simulation too slow?"
10. debugging-simulation-chaos
What it teaches: Systematic debugging, desync detection, determinism, chaos prevention When to route: Simulation behaves incorrectly, chaotically, or unpredictably Key question: "Is my simulation broken, desyncing, or chaotic?"
CORE ROUTING FRAMEWORK
The Decision Tree
Follow this decision tree for ALL simulation tasks:
┌─────────────────────────────────────────────────────────────┐
│ STEP 1: ALWAYS START HERE │
│ ═══════════════════════════════════════════════════════════ │
│ Route to: simulation-vs-faking │
│ │
│ Questions to ask: │
│ • Do I need to simulate this at all? │
│ • What level of detail is required? │
│ • What can I fake or approximate? │
│ • Where is the player's attention focused? │
│ │
│ This prevents the #1 mistake: over-engineering systems │
│ that could be faked. │
└─────────────────────────────────────────────────────────────┘
↓
┌─────────────────────────────────────────────────────────────┐
│ STEP 2: ROUTE TO SPECIFIC SIMULATION TYPE(S) │
│ ═══════════════════════════════════════════════════════════ │
│ Identify which simulation domains apply: │
│ │
│ Physics domain → physics-simulation-patterns │
│ AI domain → ai-and-agent-simulation │
│ Pathfinding domain → traffic-and-pathfinding │
│ Economy domain → economic-simulation-patterns │
│ Ecosystem domain → ecosystem-simulation │
│ Crowds domain → crowd-simulation │
│ Atmosphere domain → weather-and-time │
│ │
│ Multiple domains? Route to ALL applicable skills. │
└─────────────────────────────────────────────────────────────┘
↓
┌─────────────────────────────────────────────────────────────┐
│ STEP 3: IF PERFORMANCE ISSUES ARISE │
│ ═══════════════════════════════════════════════════════════ │
│ Route to: performance-optimization-for-sims │
│ │
│ Triggers: │
│ • Frame rate drops below 60 FPS │
│ • Profiler shows simulation bottleneck │
│ • Agent count causes slowdown │
│ • Simulation gets expensive at scale │
│ │
│ WARNING: Don't route here prematurely! │
│ Premature optimization wastes time. │
└─────────────────────────────────────────────────────────────┘
↓
┌─────────────────────────────────────────────────────────────┐
│ STEP 4: IF BUGS/CHAOS OCCUR │
│ ═══════════════════════════════════════════════════════════ │
│ Route to: debugging-simulation-chaos │
│ │
│ Triggers: │
│ • Simulation behaves chaotically/unpredictably │
│ • Multiplayer desyncs │
│ • Physics explosions or NaN values │
│ • Agents stuck or behaving erratically │
│ • Systems producing nonsensical results │
│ │
│ This is a REACTIVE skill - only use when broken. │
└─────────────────────────────────────────────────────────────┘
Key Routing Principles
Principle 1: simulation-vs-faking is ALWAYS step 1
- Even if you "know" you need simulation, validate this assumption
- Prevents 90% of over-engineering disasters
- Takes 5 minutes, saves hours of wasted work
Principle 2: Multiple domains are common
- Most games need 2-4 simulation types
- Route to ALL applicable skills
- Order matters (see workflow patterns below)
Principle 3: Optimization comes AFTER implementation
- Don't route to performance-optimization-for-sims until you have a working simulation
- Profile first, optimize later
- Premature optimization is the root of all evil
Principle 4: Debugging is reactive, not proactive
- Only route to debugging-simulation-chaos when something is broken
- Don't use it as a preventative measure
- Fix the bug, THEN refactor to prevent recurrence
ROUTING SCENARIOS: 20 Examples
Scenario 1: "I want realistic vehicle physics"
Analysis: Needs physics simulation for vehicle dynamics
Routing:
- simulation-vs-faking → Confirm physics is needed (vs kinematic movement)
- physics-simulation-patterns → Implement vehicle physics
Why: Vehicles benefit from real physics (suspension, friction, weight transfer). Players notice when physics feels wrong.
Scenario 2: "I need traffic in my city builder"
Analysis: Needs pathfinding and traffic flow for many vehicles
Routing:
- simulation-vs-faking → Determine level of detail (full per-vehicle sim vs aggregate flow)
- traffic-and-pathfinding → Implement pathfinding and traffic simulation
Why: City builders need traffic that looks realistic but can scale to thousands of vehicles. Full physics per-vehicle would be overkill.
Scenario 3: "I'm building an RTS game"
Analysis: Multiple simulation domains (AI, pathfinding, possibly physics)
Routing:
- simulation-vs-faking → Determine what level of detail for each system
- ai-and-agent-simulation → Unit AI and decision making
- traffic-and-pathfinding → Unit movement and formation pathfinding
- (Optional) physics-simulation-patterns → If units have physics-based movement
Why: RTS games need multiple simulation types working together. Order matters: AI decides what to do, pathfinding determines how to get there, physics (if used) handles movement.
Scenario 4: "My ecosystem keeps collapsing"
Analysis: Existing simulation is broken (extinction, runaway growth, chaos)
Routing:
- debugging-simulation-chaos → Systematic investigation of collapse
- ecosystem-simulation → Review and fix population dynamics
Why: This is a bug/chaos situation, so debugging comes first. After identifying root cause, use ecosystem skill to fix the math.
Scenario 5: "Frame rate drops with 1000 agents"
Analysis: Performance bottleneck in existing simulation
Routing:
- performance-optimization-for-sims → Profile and optimize
Why: This is a pure performance problem. No need to revisit design—just optimize what exists.
Scenario 6: "I need realistic NPC daily routines"
Analysis: Agent behavior and time systems
Routing:
- simulation-vs-faking → Do NPCs need full daily simulation or scheduled events?
- ai-and-agent-simulation → NPC decision making and behaviors
- weather-and-time → Day/night cycle for scheduling
Why: Daily routines involve both AI (what NPCs do) and time (when they do it). simulation-vs-faking determines if you simulate every minute or teleport NPCs between scheduled activities.
Scenario 7: "I'm making a survival game with hunting"
Analysis: Multiple domains (ecosystem, AI, physics)
Routing:
- simulation-vs-faking → Determine simulation detail level
- ecosystem-simulation → Animal populations and reproduction
- ai-and-agent-simulation → Animal behaviors (flee, hunt, graze)
- (Optional) physics-simulation-patterns → If using ragdolls or physics-based hunting
Why: Survival games need functioning ecosystems with believable animal behavior.
Scenario 8: "I need a trading system for my MMO"
Analysis: Economic simulation with many players
Routing:
- simulation-vs-faking → Determine if you need simulated economy or just UI
- economic-simulation-patterns → Implement supply/demand and markets
Why: MMO economies are critical gameplay systems. Must decide if NPCs are simulated traders or just price-setting mechanisms.
Scenario 9: "I want flocking birds in the background"
Analysis: Visual effect with crowd behavior
Routing:
- simulation-vs-faking → Birds are background, so probably fake or very simple
- crowd-simulation → If simulating, use boids algorithm with heavy LOD
Why: Background birds don't need full simulation. Simple boids with aggressive LOD gives convincing results cheaply.
Scenario 10: "My physics simulation explodes randomly"
Analysis: Physics instability bug
Routing:
- debugging-simulation-chaos → Identify NaN sources, instability triggers
- physics-simulation-patterns → Review integration method and constraints
Why: Physics explosions are a specific bug pattern. Debug first to identify the trigger (divide-by-zero, large timesteps, constraint failures).
Scenario 11: "I need weather that affects gameplay"
Analysis: Atmospheric effects with gameplay integration
Routing:
- simulation-vs-faking → Determine weather complexity (scripted vs simulated)
- weather-and-time → Implement weather systems and effects
Why: Gameplay-affecting weather needs more than visual effects. Must integrate with movement, visibility, audio, etc.
Scenario 12: "I want a battle royale storm circle"
Analysis: Zone simulation with player effects
Routing:
- simulation-vs-faking → Storm is gameplay mechanic, not realistic weather
- (Skip detailed simulation) → Just implement zone shrinking with damage
Why: Battle royale storms are game mechanics disguised as weather. No need for simulation-tactics at all—just implement the zone math directly.
Scenario 13: "My multiplayer game desyncs constantly"
Analysis: Determinism failure causing desyncs
Routing:
- debugging-simulation-chaos → Identify sources of non-determinism
- (Revisit implementation skills) → Fix simulation to be deterministic
Why: Desyncs are always determinism bugs. Debug first to find the non-deterministic code (floating point, random, iteration order).
Scenario 14: "I need crowds for a stadium game"
Analysis: Large crowds, mostly visual
Routing:
- simulation-vs-faking → Crowds are background, so heavy faking likely
- crowd-simulation → If needed, use heavy LOD (simulate near, animate far)
Why: Stadium crowds are visual atmosphere. Most can be animated sprites. Only simulate visible, close crowds.
Scenario 15: "I'm making a city builder with seasons"
Analysis: Multiple systems (time, economy, possibly ecosystem)
Routing:
- simulation-vs-faking → Determine simulation vs scripted events
- weather-and-time → Seasons and time progression
- economic-simulation-patterns → Seasonal resource production changes
- (Optional) ecosystem-simulation → If wildlife/farming is simulated
Why: Seasons affect multiple systems. Time system is the core, but economy and ecosystem may need seasonal adjustments.
Scenario 16: "I want realistic wind affecting projectiles"
Analysis: Physics simulation with environmental forces
Routing:
- simulation-vs-faking → Is wind gameplay-critical or just visual?
- physics-simulation-patterns → Add wind force to projectile integration
Why: If wind is gameplay-critical (archery, golf), simulate it in physics. If just visual, fake it with particle effects.
Scenario 17: "I need zombie hordes pathfinding to players"
Analysis: Large-scale pathfinding with crowd behavior
Routing:
- simulation-vs-faking → Determine per-zombie detail level
- traffic-and-pathfinding → Flow fields or hierarchical pathfinding
- crowd-simulation → Zombie horde movement and avoidance
- ai-and-agent-simulation → Individual zombie behaviors (attack, wander)
Why: Zombie hordes need scalable pathfinding (flow fields) and crowd behavior. Individual AI can be simple utility-based decisions.
Scenario 18: "I'm making a fishing game"
Analysis: Ecosystem simulation with simple physics
Routing:
- simulation-vs-faking → Do fish need full ecosystem or just spawn management?
- ecosystem-simulation → If full ecosystem, use population dynamics
- ai-and-agent-simulation → Fish behaviors (schooling, feeding, fleeing)
- (Optional) physics-simulation-patterns → Rod physics and fish fighting
Why: Fishing games can range from arcade (fake everything) to simulation (full ecosystem). simulation-vs-faking determines the approach.
Scenario 19: "I need a day/night cycle but no weather"
Analysis: Time system only
Routing:
- simulation-vs-faking → Simple time cycle, no need for complex simulation
- weather-and-time → Implement day/night cycle (skip weather section)
Why: Day/night cycles are straightforward. Use weather-and-time skill but skip the weather simulation parts.
Scenario 20: "My steering behaviors make agents jitter"
Analysis: Implementation bug in agent movement
Routing:
- debugging-simulation-chaos → Identify jitter source (probably oscillation)
- ai-and-agent-simulation → Review steering behavior math and damping
Why: Jittering is a specific bug (agents oscillating around target). Debug to confirm, then fix in AI implementation.
MULTI-SKILL WORKFLOWS: Common Combinations
Workflow 1: RTS/Strategy Game
Goal: Real-time strategy game with units, economy, and combat
Skills needed:
- simulation-vs-faking → Define simulation detail level
- ai-and-agent-simulation → Unit AI (FSM or utility AI)
- traffic-and-pathfinding → Unit movement and formation pathfinding
- (Optional) economic-simulation-patterns → Resource gathering and trade
- (Optional) crowd-simulation → Large army formations
- performance-optimization-for-sims → Once working, optimize for 1000+ units
Order rationale:
- simulation-vs-faking first (prevents over-engineering)
- AI before pathfinding (decide WHAT to do before HOW to get there)
- Economy can be developed in parallel with AI/pathfinding
- Performance optimization comes last (only optimize what's proven to work)
Time estimate: 2-4 weeks for core systems
Workflow 2: Survival Game
Goal: Open-world survival with hunting, ecosystems, and weather
Skills needed:
- simulation-vs-faking → Define fidelity for each system
- ecosystem-simulation → Animal populations and food chains
- ai-and-agent-simulation → Animal behaviors (flee, hunt, graze)
- weather-and-time → Day/night cycle, seasons, weather effects
- (Optional) physics-simulation-patterns → Ragdolls and projectile physics
- performance-optimization-for-sims → Optimize ecosystem and AI
Order rationale:
- Ecosystem provides the living world foundation
- AI makes animals behave believably
- Weather adds atmosphere and gameplay variety
- Physics can be added later if needed
Time estimate: 3-6 weeks for core systems
Workflow 3: City Builder
Goal: City simulation with traffic, economy, and population
Skills needed:
- simulation-vs-faking → Determine citizen simulation detail
- traffic-and-pathfinding → Vehicle and pedestrian pathfinding
- economic-simulation-patterns → Resource production and trade
- (Optional) ai-and-agent-simulation → Individual citizen behaviors
- (Optional) weather-and-time → Day/night cycle and seasons
- performance-optimization-for-sims → Optimize for 10,000+ citizens/vehicles
Order rationale:
- Traffic is often the most visible system (do first)
- Economy drives city growth and resource flow
- Individual citizen AI is often faked (use simulation-vs-faking to decide)
- Weather is visual polish (can be added later)
Time estimate: 4-8 weeks for core systems
Workflow 4: MMO with Economy
Goal: Multiplayer game with player-driven economy
Skills needed:
- simulation-vs-faking → Determine if NPCs simulate or just set prices
- economic-simulation-patterns → Market systems and price discovery
- (Optional) ai-and-agent-simulation → NPC trader behaviors
- debugging-simulation-chaos → Ensure determinism for server authority
Order rationale:
- Economy is core gameplay loop
- simulation-vs-faking determines if economy is supply/demand sim or just price database
- Debugging skill ensures economy doesn't desync between clients/server
Time estimate: 2-4 weeks for economy systems
Workflow 5: Battle Royale
Goal: 100-player battle royale with shrinking zone
Skills needed:
- simulation-vs-faking → Determine detail level for distant players
- (Optional) physics-simulation-patterns → Projectile physics and vehicle physics
- (Optional) traffic-and-pathfinding → Vehicle pathfinding if vehicles exist
- debugging-simulation-chaos → Ensure deterministic combat for server authority
Order rationale:
- Battle royale zone doesn't need simulation-tactics (it's just math)
- Most complexity is in netcode and server authority, not simulation
- Use simulation-vs-faking to LOD distant players aggressively
Time estimate: 1-2 weeks (most work is netcode, not simulation)
Workflow 6: Open World with Traffic and Pedestrians
Goal: GTA-style open world with vehicles and pedestrians
Skills needed:
- simulation-vs-faking → Determine simulation radius around player
- physics-simulation-patterns → Vehicle physics
- traffic-and-pathfinding → Vehicle and pedestrian pathfinding
- crowd-simulation → Pedestrian crowds and formations
- ai-and-agent-simulation → NPC behaviors and reactions
- performance-optimization-for-sims → LOD systems for distant entities
Order rationale:
- simulation-vs-faking defines the simulation bubble (near=full, far=fake)
- Physics for vehicles player can interact with
- Pathfinding for navigation
- Crowd simulation for believable pedestrian movement
- AI for NPC reactions to player
Time estimate: 6-12 weeks for core systems
Workflow 7: Ecosystem Simulation Game
Goal: Nature simulation (Eco, Spore, SimEarth style)
Skills needed:
- simulation-vs-faking → Determine agent-based vs equation-based balance
- ecosystem-simulation → Predator-prey dynamics and food chains
- ai-and-agent-simulation → Animal/plant behaviors
- weather-and-time → Seasons affecting ecosystem
- (Optional) economic-simulation-patterns → If resources have market value
- debugging-simulation-chaos → Prevent extinction cascades and chaos
Order rationale:
- Ecosystem is the core gameplay loop
- AI makes individual organisms believable
- Weather adds environmental pressure
- Debugging prevents catastrophic collapses
Time estimate: 4-8 weeks for core systems
Workflow 8: Physics-Heavy Game (Racing, Destruction)
Goal: Game where physics is core gameplay
Skills needed:
- simulation-vs-faking → Confirm full physics is needed (it usually is)
- physics-simulation-patterns → Core physics implementation
- performance-optimization-for-sims → Optimize collision detection and integration
- debugging-simulation-chaos → Fix physics explosions and instability
Order rationale:
- Physics is the foundation (do first)
- Optimization critical for maintaining 60 FPS with complex physics
- Debugging essential for stability
Time estimate: 3-6 weeks for physics systems
COMMON ROUTING MISTAKES
Mistake 1: Skipping simulation-vs-faking
Symptom: Over-engineered simulation that could have been faked
Example:
- Building full ecosystem for background birds that are never scrutinized
- Simulating NPC hunger/sleep when player never notices
- Full traffic simulation for distant cars player can't interact with
Fix: ALWAYS route to simulation-vs-faking first. Ask "Will player notice if I fake this?"
Cost of mistake: Weeks of wasted work, ongoing performance burden
Mistake 2: Premature optimization
Symptom: Routing to performance-optimization-for-sims before implementation is complete
Example:
- Implementing LOD systems before having working simulation
- Using spatial partitioning before knowing if it's needed
- Caching pathfinding before pathfinding exists
Fix: Profile first, optimize later. Only route to performance-optimization-for-sims when:
- You have working simulation
- You have measured performance problem
- Profiler shows bottleneck
Cost of mistake: Wasted time optimizing code that might change, or optimizing the wrong thing
Mistake 3: Not debugging systematically
Symptom: Trying to fix bugs by changing random things, routing to implementation skills instead of debugging-simulation-chaos
Example:
- "Physics explodes, let me try different integration method" (should debug first)
- "Ecosystem collapses, let me add more food" (should debug why it collapses)
- "Pathfinding breaks, let me rewrite the algorithm" (should debug the existing code)
Fix: When simulation is broken, ALWAYS route to debugging-simulation-chaos first. Identify root cause before attempting fixes.
Cost of mistake: Bug persists, or you "fix" symptom without addressing cause
Mistake 4: Wrong skill for the domain
Symptom: Using ai-and-agent-simulation when you need traffic-and-pathfinding, etc.
Example:
- Using ai-and-agent-simulation for pathfinding (use traffic-and-pathfinding instead)
- Using physics-simulation-patterns for kinematic movement (use ai-and-agent-simulation)
- Using crowd-simulation for trading (use economic-simulation-patterns)
Fix: Understand what each skill covers. Pathfinding is NOT AI. Physics is NOT movement. Crowds are NOT flocking AI.
Cost of mistake: Learning wrong techniques for your problem
Mistake 5: Implementing in wrong order
Symptom: Building dependent system before foundation
Example:
- Implementing AI behaviors before pathfinding exists (AI can't move)
- Building economy before resource sources exist (nothing to trade)
- Adding weather effects before day/night cycle (no time progression)
Fix: Follow the dependency order in multi-skill workflows. Foundation first, then dependent systems.
Cost of mistake: Rework when foundation changes breaks dependent systems
Mistake 6: Ignoring multiplayer determinism
Symptom: Building single-player simulation without considering multiplayer needs
Example:
- Using floating-point physics for multiplayer game (desyncs)
- Random number generation without shared seed (desyncs)
- Iterating unordered collections (desyncs)
Fix: If multiplayer is planned, route to debugging-simulation-chaos early to learn determinism requirements.
Cost of mistake: Complete rewrite to fix desyncs
Mistake 7: Over-combining skills
Symptom: Trying to use every skill when only 1-2 are needed
Example:
- Simple puzzle game doesn't need ecosystem-simulation
- Turn-based game doesn't need performance-optimization-for-sims
- Static world doesn't need weather-and-time
Fix: Route to ONLY the skills you actually need. More skills = more complexity.
Cost of mistake: Wasted time learning and implementing unnecessary systems
QUICK REFERENCE TABLE
| User Need | Primary Skill | Secondary Skills | Also Consider |
|---|---|---|---|
| Vehicle physics | physics-simulation-patterns | - | performance-optimization (if many vehicles) |
| City traffic | traffic-and-pathfinding | simulation-vs-faking | performance-optimization (scale to 10k) |
| NPC AI | ai-and-agent-simulation | simulation-vs-faking | traffic-and-pathfinding (if NPCs move) |
| RTS units | ai-and-agent-simulation, traffic-and-pathfinding | crowd-simulation (formations) | performance-optimization (1000+ units) |
| Trading system | economic-simulation-patterns | simulation-vs-faking | ai-and-agent-simulation (NPC traders) |
| Wildlife/hunting | ecosystem-simulation | ai-and-agent-simulation | simulation-vs-faking (detail level) |
| Crowds | crowd-simulation | simulation-vs-faking | performance-optimization (scale) |
| Day/night | weather-and-time | simulation-vs-faking | - |
| Weather effects | weather-and-time | physics-simulation-patterns (wind) | - |
| Seasons | weather-and-time | economic-simulation (seasonal changes) | ecosystem-simulation (if wildlife) |
| Pathfinding | traffic-and-pathfinding | simulation-vs-faking | performance-optimization (many agents) |
| Flocking birds | crowd-simulation | simulation-vs-faking | performance-optimization (LOD) |
| Ragdolls | physics-simulation-patterns | - | debugging-simulation-chaos (stability) |
| Destructibles | physics-simulation-patterns | simulation-vs-faking (detail) | performance-optimization (debris) |
| Performance issue | performance-optimization-for-sims | (original implementation skill) | debugging-simulation-chaos (if bug) |
| Physics explodes | debugging-simulation-chaos | physics-simulation-patterns | - |
| Ecosystem collapse | debugging-simulation-chaos | ecosystem-simulation | - |
| Multiplayer desync | debugging-simulation-chaos | (any affected skills) | - |
| Zombie hordes | traffic-and-pathfinding, crowd-simulation | ai-and-agent-simulation | performance-optimization (scale) |
| Fishing game | ecosystem-simulation | ai-and-agent-simulation, physics-simulation-patterns | simulation-vs-faking (realism level) |
DECISION FLOWCHART
Use this flowchart for quick routing decisions:
START: User describes simulation need
↓
[Is this DEFINITELY about simulation?]
├─ No → Don't use simulation-tactics at all
└─ Yes → Continue
↓
[Route to: simulation-vs-faking]
"Do I simulate, fake, or hybrid?"
↓
[Identify domain(s)]
├─ Physics? → physics-simulation-patterns
├─ AI/Agents? → ai-and-agent-simulation
├─ Pathfinding? → traffic-and-pathfinding
├─ Economy? → economic-simulation-patterns
├─ Ecosystem? → ecosystem-simulation
├─ Crowds? → crowd-simulation
└─ Weather/Time? → weather-and-time
↓
[Is simulation ALREADY implemented?]
├─ No → Use identified skill(s) to implement
└─ Yes → Continue
↓
[Is there a PERFORMANCE problem?]
├─ Yes → performance-optimization-for-sims
└─ No → Continue
↓
[Is there a BUG/CHAOS problem?]
├─ Yes → debugging-simulation-chaos
└─ No → Implementation complete!
EXPERT ROUTING TIPS
Tip 1: Listen for hidden requirements
Users often describe WHAT they want without understanding WHICH simulation type they need.
Examples:
- "I want intelligent enemies" → Could be ai-and-agent-simulation OR traffic-and-pathfinding OR both
- "I need realistic physics" → Could be physics-simulation-patterns OR just kinematic movement
- "I want a living world" → Could be ecosystem-simulation OR ai-and-agent-simulation OR weather-and-time
Fix: Ask clarifying questions:
- "Do enemies need to navigate complex terrain?" (pathfinding)
- "Do enemies need to make tactical decisions?" (AI)
- "Does 'living world' mean wildlife, weather, or both?" (ecosystem vs weather)
Tip 2: Recognize anti-patterns
Some phrases indicate the user is heading toward common mistakes:
Red flags:
- "I want to simulate EVERYTHING" → Over-engineering, route to simulation-vs-faking
- "It needs to be perfectly realistic" → Perfectionism trap, route to simulation-vs-faking
- "I'll optimize later" → True, but ensure they know when "later" is (after profiling)
- "I changed one parameter and it exploded" → Chaos, route to debugging-simulation-chaos
- "It works on my machine but desyncs in multiplayer" → Determinism bug, route to debugging-simulation-chaos
Tip 3: Recognize interdependencies
Some skill combinations have ordering requirements:
Dependencies:
- ai-and-agent-simulation depends on traffic-and-pathfinding (if agents need to navigate)
- crowd-simulation depends on traffic-and-pathfinding (for underlying navigation)
- ecosystem-simulation depends on ai-and-agent-simulation (for animal behaviors)
- performance-optimization-for-sims depends on having working simulation first
Rule: Foundation skills (simulation-vs-faking, core implementations) before dependent skills (optimization, debugging)
Tip 4: Scale determines routing
The number of entities changes which skills are needed:
Scale breakpoints:
- < 10 entities: Basic implementation, no special optimization
- 10-100 entities: May need performance-optimization-for-sims
- 100-1000 entities: Definitely need performance-optimization-for-sims, spatial partitioning, LOD
- 1000+ entities: Need aggressive optimization, time-slicing, hybrid LOD
Example: "I need 10 NPCs" vs "I need 10,000 NPCs" route to same implementation skill, but latter ALSO routes to performance-optimization-for-sims.
Tip 5: Genre provides context
Game genre suggests which skills are commonly needed:
Genre routing patterns:
- RTS/Strategy: ai-and-agent-simulation + traffic-and-pathfinding + performance-optimization
- Survival: ecosystem-simulation + ai-and-agent-simulation + weather-and-time
- City Builder: traffic-and-pathfinding + economic-simulation + simulation-vs-faking
- Racing: physics-simulation-patterns + performance-optimization
- MMO: economic-simulation + debugging-simulation-chaos (determinism)
- Open World: traffic-and-pathfinding + crowd-simulation + weather-and-time
- Battle Royale: simulation-vs-faking (aggressive LOD) + debugging-simulation-chaos (determinism)
Don't over-assume based on genre, but use it as a starting hypothesis.
IMPLEMENTATION CHECKLIST
When routing to multiple skills, use this checklist to ensure proper workflow:
Phase 1: Planning (Always First)
- Route to simulation-vs-faking
- Identify all applicable simulation domains
- Determine implementation order based on dependencies
- Validate that simulation is actually needed
Phase 2: Implementation (Core Systems)
- Implement foundation skills first (pathfinding before AI, etc.)
- Test each system independently before integration
- Ensure determinism if multiplayer is planned
- Validate against "good enough" threshold from simulation-vs-faking
Phase 3: Integration (Combining Systems)
- Integrate systems in dependency order
- Test combined systems at target scale
- Profile to identify bottlenecks (if any)
Phase 4: Optimization (Only If Needed)
- Profile to measure performance
- Route to performance-optimization-for-sims only if bottleneck exists
- Re-test after optimization
- Validate gameplay still feels correct
Phase 5: Debugging (Only If Broken)
- Route to debugging-simulation-chaos if bugs occur
- Use systematic debugging process
- Fix root cause, not symptoms
- Add prevention measures
META-SKILL SELF-CHECK
After using this meta-skill, verify your routing with these questions:
Routing accuracy:
- Did I start with simulation-vs-faking?
- Did I identify ALL applicable simulation domains?
- Did I avoid routing to performance-optimization-for-sims prematurely?
- Did I only route to debugging-simulation-chaos for actual bugs?
Workflow correctness:
- Am I implementing foundation skills before dependent skills?
- Have I considered interdependencies between skills?
- Is the implementation order logical?
Efficiency:
- Am I using the minimum skills needed?
- Have I avoided over-engineering?
- Am I respecting the "good enough" threshold?
Completeness:
- Have I considered multiplayer determinism (if applicable)?
- Have I planned for scale (if thousands of entities)?
- Have I validated gameplay implications?
ADVANCED ROUTING: Edge Cases
Edge Case 1: "I don't know what kind of simulation I need"
Symptom: User describes game but unclear which simulation domains apply
Process:
- Route to simulation-vs-faking anyway (helps clarify requirements)
- Ask probing questions about specific systems:
- "Do you have moving agents?" (pathfinding/AI)
- "Is there combat?" (physics/AI)
- "Is there economy/trading?" (economic)
- "Is there wildlife?" (ecosystem)
- Route to identified domains
Example: "I'm making a survival game" → Ask about hunting (ecosystem), crafting (economy), weather (weather-and-time), etc.
Edge Case 2: "My simulation needs to be deterministic"
Symptom: Multiplayer, replay system, or deterministic requirement
Process:
- Route to debugging-simulation-chaos EARLY (learn determinism requirements)
- Then route to implementation skill(s)
- Implement with determinism constraints from start (cheaper than refactoring)
Why: Determinism requirements affect implementation decisions. Better to know early.
Edge Case 3: "I need simulation but performance is already a concern"
Symptom: Performance budget known to be tight from start
Process:
- Route to simulation-vs-faking (aggressive use of faking/LOD)
- Route to implementation skill(s)
- Route to performance-optimization-for-sims for architectural guidance
- Implement with performance in mind from start
Why: If performance is constrained, design for performance from the beginning. Don't implement naive version first.
Edge Case 4: "I'm refactoring existing simulation"
Symptom: Working simulation exists but needs improvement
Process:
- If broken: debugging-simulation-chaos first
- If slow: performance-optimization-for-sims
- If wrong architecture: simulation-vs-faking to reconsider design, then relevant implementation skill
Why: Refactoring is different from greenfield. Identify the problem (bug, performance, design) before routing.
Edge Case 5: "I need simulation for tool/editor, not game"
Symptom: Simulation is for preview/visualization, not runtime gameplay
Process:
- Route to simulation-vs-faking (tools have different constraints than games)
- Route to implementation skill(s)
- Optimize for accuracy over performance (tools can be slower)
Why: Tool simulations prioritize accuracy and debuggability over frame rate.
CONCLUSION: The Art of Routing
Effective routing requires understanding:
- What each skill provides (domain coverage)
- When to use each skill (triggers and context)
- How skills combine (workflows and dependencies)
- What mistakes to avoid (anti-patterns)
Master this meta-skill to navigate the simulation-tactics skillpack efficiently. The right routing decision saves hours of wasted work.
Remember the golden rule: ALWAYS start with simulation-vs-faking, even when you "know" you need simulation. The 5 minutes spent validating your assumptions prevents the hours spent over-engineering systems that could have been faked.
Now route confidently to the specific skills you need!