# 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. "