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@tachyon-beep/skillpacks
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Router skill - analyze requirements and direct to appropriate tactics

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SKILL.md

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:

  1. Analyze simulation requirements - Understand what the user actually needs
  2. Route to appropriate skills - Determine which of the 10 core skills apply
  3. Apply skills in correct order - Use the optimal workflow for the situation
  4. 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:

  1. simulation-vs-faking → Confirm physics is needed (vs kinematic movement)
  2. 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:

  1. simulation-vs-faking → Determine level of detail (full per-vehicle sim vs aggregate flow)
  2. 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:

  1. simulation-vs-faking → Determine what level of detail for each system
  2. ai-and-agent-simulation → Unit AI and decision making
  3. traffic-and-pathfinding → Unit movement and formation pathfinding
  4. (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:

  1. debugging-simulation-chaos → Systematic investigation of collapse
  2. 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:

  1. 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:

  1. simulation-vs-faking → Do NPCs need full daily simulation or scheduled events?
  2. ai-and-agent-simulation → NPC decision making and behaviors
  3. 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:

  1. simulation-vs-faking → Determine simulation detail level
  2. ecosystem-simulation → Animal populations and reproduction
  3. ai-and-agent-simulation → Animal behaviors (flee, hunt, graze)
  4. (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:

  1. simulation-vs-faking → Determine if you need simulated economy or just UI
  2. 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:

  1. simulation-vs-faking → Birds are background, so probably fake or very simple
  2. 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:

  1. debugging-simulation-chaos → Identify NaN sources, instability triggers
  2. 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:

  1. simulation-vs-faking → Determine weather complexity (scripted vs simulated)
  2. 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:

  1. simulation-vs-faking → Storm is gameplay mechanic, not realistic weather
  2. (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:

  1. debugging-simulation-chaos → Identify sources of non-determinism
  2. (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:

  1. simulation-vs-faking → Crowds are background, so heavy faking likely
  2. 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:

  1. simulation-vs-faking → Determine simulation vs scripted events
  2. weather-and-time → Seasons and time progression
  3. economic-simulation-patterns → Seasonal resource production changes
  4. (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:

  1. simulation-vs-faking → Is wind gameplay-critical or just visual?
  2. 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:

  1. simulation-vs-faking → Determine per-zombie detail level
  2. traffic-and-pathfinding → Flow fields or hierarchical pathfinding
  3. crowd-simulation → Zombie horde movement and avoidance
  4. 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:

  1. simulation-vs-faking → Do fish need full ecosystem or just spawn management?
  2. ecosystem-simulation → If full ecosystem, use population dynamics
  3. ai-and-agent-simulation → Fish behaviors (schooling, feeding, fleeing)
  4. (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:

  1. simulation-vs-faking → Simple time cycle, no need for complex simulation
  2. 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:

  1. debugging-simulation-chaos → Identify jitter source (probably oscillation)
  2. 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:

  1. simulation-vs-faking → Define simulation detail level
  2. ai-and-agent-simulation → Unit AI (FSM or utility AI)
  3. traffic-and-pathfinding → Unit movement and formation pathfinding
  4. (Optional) economic-simulation-patterns → Resource gathering and trade
  5. (Optional) crowd-simulation → Large army formations
  6. 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:

  1. simulation-vs-faking → Define fidelity for each system
  2. ecosystem-simulation → Animal populations and food chains
  3. ai-and-agent-simulation → Animal behaviors (flee, hunt, graze)
  4. weather-and-time → Day/night cycle, seasons, weather effects
  5. (Optional) physics-simulation-patterns → Ragdolls and projectile physics
  6. 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:

  1. simulation-vs-faking → Determine citizen simulation detail
  2. traffic-and-pathfinding → Vehicle and pedestrian pathfinding
  3. economic-simulation-patterns → Resource production and trade
  4. (Optional) ai-and-agent-simulation → Individual citizen behaviors
  5. (Optional) weather-and-time → Day/night cycle and seasons
  6. 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:

  1. simulation-vs-faking → Determine if NPCs simulate or just set prices
  2. economic-simulation-patterns → Market systems and price discovery
  3. (Optional) ai-and-agent-simulation → NPC trader behaviors
  4. 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:

  1. simulation-vs-faking → Determine detail level for distant players
  2. (Optional) physics-simulation-patterns → Projectile physics and vehicle physics
  3. (Optional) traffic-and-pathfinding → Vehicle pathfinding if vehicles exist
  4. 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:

  1. simulation-vs-faking → Determine simulation radius around player
  2. physics-simulation-patterns → Vehicle physics
  3. traffic-and-pathfinding → Vehicle and pedestrian pathfinding
  4. crowd-simulation → Pedestrian crowds and formations
  5. ai-and-agent-simulation → NPC behaviors and reactions
  6. 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:

  1. simulation-vs-faking → Determine agent-based vs equation-based balance
  2. ecosystem-simulation → Predator-prey dynamics and food chains
  3. ai-and-agent-simulation → Animal/plant behaviors
  4. weather-and-time → Seasons affecting ecosystem
  5. (Optional) economic-simulation-patterns → If resources have market value
  6. 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:

  1. simulation-vs-faking → Confirm full physics is needed (it usually is)
  2. physics-simulation-patterns → Core physics implementation
  3. performance-optimization-for-sims → Optimize collision detection and integration
  4. 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:

  1. Route to simulation-vs-faking anyway (helps clarify requirements)
  2. 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)
  3. 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:

  1. Route to debugging-simulation-chaos EARLY (learn determinism requirements)
  2. Then route to implementation skill(s)
  3. 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:

  1. Route to simulation-vs-faking (aggressive use of faking/LOD)
  2. Route to implementation skill(s)
  3. Route to performance-optimization-for-sims for architectural guidance
  4. 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:

  1. If broken: debugging-simulation-chaos first
  2. If slow: performance-optimization-for-sims
  3. 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:

  1. Route to simulation-vs-faking (tools have different constraints than games)
  2. Route to implementation skill(s)
  3. 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:

  1. What each skill provides (domain coverage)
  2. When to use each skill (triggers and context)
  3. How skills combine (workflows and dependencies)
  4. 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!