# Game Development Domain
## Approach
- Entity-component-system (ECS) for data-driven logic.
- Fixed timestep update loop; separate render.
- Asset loading and caching; hot reload in dev.
- Input abstraction across platforms.
## Common Patterns
- Game loop (update/render).
- State machine for game states.
- Spatial partitioning (quadtrees/grids).
- Object pooling.
## Testing
- Unit: game logic (deterministic).
- Integration: scene loading.
- Performance: frame time budgets.
## Pitfalls
- Frame-rate dependent logic.
- Memory leaks from assets.
- Tight coupling of render and logic.
- Floating point determinism in multiplayer.
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