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A list of 171 game mechanics techniques, performance optimizations and player experience tips to use as inspiration for your next games!

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🚀 PERFORMANCE OPTIMIZATIONS (117 patterns)

Memory & Data Management (01-15)

  • 01_object_pooling - Pre-allocate objects to eliminate GC spikes, 500-50000 pool sizes for bullets/particles
  • 02_quadtree_octree_spatial_partitioning - O(log n) spatial queries vs O(n²) brute force collision detection
  • 03_ecs_data_oriented_design - Entity Component System with cache-friendly Structure of Arrays, 8x speedup from memory layout
  • 04_dirty_flags - Track changed entities to skip redundant updates, 50-80% reduction in processing
  • 05_memory_arena_allocators - Bulk allocation with single deallocation, eliminates fragmentation and GC pressure
  • 06_fixed_timestep - Deterministic physics at fixed intervals, decoupled from variable frame rates
  • 07_broadphase_collision_spatial_hashing - Grid-based collision detection, O(n) vs O(n²) for dense scenes
  • 08_async_compute - Offload GPU work to compute shaders, parallel processing for physics/particles
  • 09_physics_sleeping_bodies - Disable updates for stationary objects, 60-90% reduction in physics overhead
  • 10_texture_streaming_mipmaps - Load texture LODs on-demand, reduce VRAM by 50-80%
  • 11_fast_inverse_square_root - Quake III algorithm for vector normalization, 4x faster than standard
  • 12_job_system_multithreading - Distribute work across CPU cores, near-linear scaling for parallel tasks
  • 13_struct_of_arrays_vs_array_of_structs - SoA layout for 95% cache hits vs AoS 50% hit rate
  • 14_ring_buffers - Circular queue for streaming data, zero allocation constant-time operations
  • 15_copy_on_write - Lazy data duplication for immutable structures, memory savings with shared state

Rendering Optimizations (16-40)

  • 16_lod_systems - Level of detail switching based on distance, 3-5 LOD levels reduce tris by 80-95%
  • 17_frustum_culling - Skip rendering objects outside camera view, 40-70% draw call reduction
  • 18_draw_call_batching - Combine meshes to reduce API overhead, target <100 draw calls per frame
  • 19_geometry_instancing - Single draw call for thousands of identical objects, GPU-side duplication
  • 20_texture_atlasing - Pack textures into single atlas, reduce texture swaps and draw calls
  • 21_occlusion_culling - Don't render objects blocked by walls, portal/PVS systems for indoor scenes
  • 22_z_prepass - Depth-only pass to reduce pixel shader overdraw, 30-50% fragment savings
  • 23_lightmap_baking - Pre-compute static lighting, real-time performance with offline quality
  • 24_cascaded_shadow_maps - Multiple shadow resolutions for view distances, balance quality and cost
  • 25_simd_vectorization - Process 4-8 values simultaneously with SIMD instructions, 4-8x throughput
  • 26_billboarding - 2D sprites always face camera, cheap imposters for distant objects
  • 27_imposter_rendering - Pre-rendered sprites for complex geometry, massive polycount reduction
  • 28_deferred_forward - Deferred shading for many lights vs forward for transparency
  • 29_screen_space_reflections - Image-space reflections without render-to-texture, cheap glossy surfaces
  • 30_temporal_anti_aliasing - Use previous frames for AA, better quality than MSAA at lower cost
  • 31_mipmapping - Pre-filtered texture LODs reduce aliasing and cache misses
  • 32_anisotropic_filtering - Better texture quality at oblique angles, minimal performance cost
  • 33_render_target_pooling - Reuse temporary textures, reduce allocation overhead
  • 34_shader_compilation_cache - Pre-compile shader variants, eliminate runtime stutters
  • 35_material_atlasing - Pack material parameters into textures, reduce material swaps
  • 36_screen_space_ambient_occlusion - Image-space AO approximation, cheaper than raytraced
  • 37_decal_system - Project textures onto geometry, blood/bullet holes without mesh modification
  • 38_dynamic_resolution - Scale render resolution to maintain framerate, imperceptible quality loss
  • 39_vertex_animation_textures - Bake animations to textures for GPU playback, thousands of animated characters
  • 40_gpu_particle_systems - Simulate particles on GPU, 100x more particles than CPU

2D-Specific Optimizations (41-52)

  • 41_2d_sprite_batching - Combine sprites into single draw call, reduce state changes
  • 42_tilemap_chunking - Divide tilemaps into culling chunks, only render visible sections
  • 43_2d_lighting_normal_maps - Fake depth with normal maps, dynamic lighting on 2D sprites
  • 44_parallax_layer_optimization - Efficient scrolling backgrounds, separate update rates per layer
  • 45_pixel_perfect_rendering - Crisp pixel art without blur, proper camera and scaling setup
  • 46_sprite_animation_compression - Delta encoding and RLE for sprite sheets, 50-80% size reduction
  • 47_2d_soft_shadows - Raycasting shadows in 2D, visibility polygons for lighting
  • 48_dirty_rectangles - Only redraw changed screen regions, massive savings for static scenes
  • 49_tilemap_autotiling_optimization - Efficient tile variation, bitmasking for corner detection
  • 50_2d_physics_shape_simplification - Reduce collision complexity, convex hulls over per-pixel
  • 51_canvas_layer_management - Z-ordering and layer culling, organize rendering hierarchy
  • 52_2d_particle_optimization - Limit counts, pool particles, simple physics for 2D effects

Asset & Animation (53-63)

  • 53_gpu_skinning - Skeletal animation on GPU, hundreds of characters at 60fps
  • 54_animation_compression - Keyframe reduction and quantization, 70-90% size reduction
  • 55_normal_map_baking - Capture high-poly detail in textures, low-poly runtime with baked normals
  • 56_mesh_simplification - Reduce polygon count while preserving silhouette, LOD generation
  • 57_vertex_compression - Pack vertex data efficiently, reduce memory and bandwidth
  • 58_bone_count_reduction - Simplify skeletons for mobile, 30-50 bones instead of 100+
  • 59_animation_blending_optimization - Blend only active bones, skip irrelevant transforms
  • 60_morph_target_optimization - Compress blend shapes, use sparse storage for facial animation
  • 61_gpu_cloth_simulation - Simulate cloth on compute shaders, realistic fabric at 60fps
  • 62_procedural_geometry_gpu - Generate meshes on GPU, terrain/vegetation without CPU overhead
  • 63_virtual_texturing - Stream texture tiles on-demand, infinite texture resolution

Profiling & Performance (64-70)

  • 64_cpu_profiling - Identify bottlenecks, hot path optimization, timing instrumentation
  • 65_gpu_profiling - GPU frame capture, shader performance, overdraw analysis
  • 66_memory_profiling - Track allocations, find leaks, monitor fragmentation
  • 67_frame_time_budget - Allocate milliseconds per system, maintain 16.67ms for 60fps
  • 68_multithreaded_rendering - Parallel command buffer recording, reduce render thread overhead
  • 69_continuous_collision_detection - Prevent tunneling for fast objects, swept collision volumes
  • 70_physics_substepping - Multiple physics updates per frame, stable simulation at high speeds

Input & Player Feel (71-94)

  • 71_coyote_time - Grace period after leaving platform, 100-200ms window for jump
  • 72_input_buffering - Queue inputs during animations, responsive combo systems
  • 73_ledge_forgiveness - Expand ledge collision upward/forward, forgiving platforming
  • 74_turnaround_frames - Deceleration animation before direction change, weighted movement feel
  • 75_input_lag_minimization - Reduce input-to-render latency, <50ms total for competitive
  • 76_aim_assist - Subtle magnetism and slowdown on targets, console shooter accessibility
  • 77_stick_deadzone - Ignore small analog inputs, prevent drift and micro-movements
  • 78_jump_buffering_air - Early jump input recognition before landing, fluid platforming
  • 79_dash_input_leniency - Accept imperfect directional input for dashes, 22.5° tolerance
  • 80_attack_combo_buffering - Queue next attack during current animation, smooth combat flow
  • 81_dodge_cancel_windows - Frame windows to cancel recovery, skill-based defense options
  • 82_camera_lead - Camera looks ahead of movement direction, preview upcoming obstacles
  • 83_air_strafing - Air control for directional changes, skill-based movement tech
  • 84_acceleration_curves - Non-linear speed buildup, weighty or snappy feel
  • 85_jump_height_variability - Button hold duration controls jump height, precise platforming
  • 86_landing_recovery_animation - Stun frames after high falls, risk/reward for drops
  • 87_wall_running_momentum_preservation - Maintain speed during wall runs, flow-state movement
  • 88_slide_momentum_preservation - Crouch-slide maintains velocity, speed retention mechanics
  • 89_momentum_curves - Speed caps and acceleration over time, parkour flow
  • 90_climb_ledge_grab_assistance - Auto-grab nearby ledges, forgiving climbing
  • 91_sprint_delay_acceleration - Gradual sprint buildup, prevent instant max speed
  • 92_strafe_jump_technique - Diagonal jumping for speed, advanced movement tech
  • 93_crouch_jump_height_bonus - Extra height from crouching, skill-based platforming
  • 94_separate_air_ground_acceleration - Different physics states, precise movement control

Juice & Polish (95-117)

  • 95_hit_pause - Frame freeze on impact, emphasize damage feedback (2-6 frames)
  • 96_squash_and_stretch - Cartoon physics for impacts, exaggerated deformation
  • 97_camera_trauma - Procedural camera shake, intensity-based screen shake
  • 98_particle_sync - VFX timed to animation, synchronized hit effects
  • 99_screen_effects - Flash/blur/chromatic aberration on events, visual punch
  • 100_anticipation_frames - Windup before attack, telegraph powerful moves
  • 101_follow_through - Recovery animation after action, weighty attack feel
  • 102_damage_feedback_scaling - Bigger hits = bigger reactions, escalating impact
  • 103_animation_blending - Smooth transitions between states, fluid character movement
  • 104_sticky_lockon - Camera assist for targets, keep enemies on-screen
  • 105_weapon_weight - Animation speed varies by weapon type, heavy vs light feel
  • 106_hit_confirmation - Audio/visual/haptic feedback on contact, satisfying hits
  • 107_recoil_patterns - Predictable weapon kick, skill-based spray control
  • 108_animation_canceling - Interrupt recovery for combos, fighting game mechanics
  • 109_footstep_material_detection - Surface-specific audio, immersive sound design
  • 110_audio_ducking - Lower music during dialogue, dynamic audio mixing
  • 111_dynamic_music_layers - Add/remove tracks based on intensity, adaptive soundtrack
  • 112_audio_occlusion - Muffle sounds behind walls, spatial audio realism
  • 113_doppler_effect - Pitch shift for moving sources, realistic audio positioning
  • 114_procedural_foot_ik_placement - Feet adapt to terrain, avoid floating/clipping
  • 115_look_at_head_tracking - Character eyes follow targets, lifelike attention
  • 116_procedural_recoil - IK-based weapon kickback, dynamic gun animation
  • 117_ragdoll_blending - Blend from animation to physics death, smooth transitions

🎲 GAME MECHANICS (54 patterns)

A. Meta-Progression & Retention (A_01-A_08)

  • A_01_exponential_per_run_power_curves - 10-100x power growth per run, dopamine-driven escalation (Vampire Survivors)
  • A_02_granular_meta_currency_with_multi_tier_sinks - Permanent upgrades across price tiers, long-term retention hooks
  • A_03_variable_reward_schedules - Random interval reinforcement, slot machine psychology for loot
  • A_04_collection_completion_with_visible_progress - Progress bars and checklists, Zeigarnik effect engagement
  • A_05_prestige_reset_mechanics_with_permanent_bonuses - Reset progress for multipliers, infinite replayability loop
  • A_06_milestone_unlocks - Gate content behind achievements, structured progression goals
  • A_07_incremental_stat_upgrades - Small permanent stat boosts, sense of growth across runs
  • A_08_first_win_bonuses_milestone_rewards - Front-loaded rewards for early wins, new player retention

B. Roguelike Systems (B_09-B_15)

  • B_09_build_around_items - Keystone items that define strategy, build identity formation
  • B_10_effect_stacking - Multiplicative bonuses from duplicates, exponential scaling incentive
  • B_11_synergy_discovery - Hidden item combos, emergent gameplay and community sharing
  • B_12_procedural_item_enemy_pools - RNG variety with curated balance, infinite replayability
  • B_13_adaptive_difficulty - Dynamic challenge based on performance, maintain flow state
  • B_14_narrative_persistence - Story unlocks across runs, meta-narrative progression
  • B_15_build_variety - Viable diverse strategies, prevent solved meta

C. Risk/Reward (C_16-C_20)

  • C_16_push_your_luck_mechanics - Escalating rewards with failure risk, optimal stopping problems
  • C_17_high_risk_high_reward_paths - Dangerous routes for better loot, skill-based shortcuts
  • C_18_forced_trade_offs - Meaningful sacrifices for power, no-brainer prevention
  • C_19_anti_synergy_punishment - Incompatible item penalties, strategic itemization
  • C_20_pity_mercy_systems - Guaranteed rewards after bad RNG, frustration mitigation

D. Time Pressure (D_21-D_25)

  • D_21_difficulty_ramping - Escalating challenge over time, create climax tension
  • D_22_wave_survival - Defend against enemy swarms, intensity crescendo design
  • D_23_countdown_timers - Race against clock, urgency-driven decisions
  • D_24_rush_vs_patience - Speed vs thoroughness tradeoffs, playstyle diversity
  • D_25_escape_sequences - Flee from overwhelming threat, climactic chase moments

E. Skill Expression (E_26-E_30)

  • E_26_perfect_information_puzzles - Solvable challenges with complete knowledge, intellectual mastery
  • E_27_execution_challenges - Twitch skill gates, mechanical mastery tests
  • E_28_knowledge_checks - Reward game system understanding, veteran advantage
  • E_29_optimal_path_finding - Route optimization puzzles, speedrunner appeal
  • E_30_speedrun_potential - Timer-based challenges, competitive replayability

F. Competition & Social (F_31-F_35)

  • F_31_leaderboards - Global ranking systems, competitive motivation
  • F_32_daily_challenges - Fixed-seed competitions, time-limited events
  • F_33_asynchronous_competition - Indirect player competition, compare performance
  • F_34_shared_meta_game - Community-wide progress, collective achievements
  • F_35_achievement_systems - Trophy hunting, completionist engagement

G. Juice & Feedback (G_01-G_05)

  • G_01_visual_escalation - Bigger effects at higher power, visual power fantasy
  • G_02_combo_multiplier_systems - Consecutive hits increase rewards, maintain pressure
  • G_03_achievement_pop_ups - Instant gratification notifications, dopamine micro-hits
  • G_04_rarity_explosions - Dramatic reveals for rare items, excitement peaks
  • G_05_screen_effects - Camera/post-process for impact, moment emphasis

H. Discovery & Secrets (H_01-H_05)

  • H_01_secret_finding - Hidden content exploration, curiosity-driven engagement
  • H_02_unlockable_paths - Gated routes requiring items/abilities, metroidvania progression
  • H_03_mystery_mechanics - Unexplained systems to discover, community theorycrafting
  • H_04_easter_eggs_with_benefits - Beneficial secrets, reward exploration
  • H_05_new_game_plus_modifiers - Post-completion challenges, veteran content

I. Economy & Resources (I_46-I_50)

  • I_46_multiple_currency_types - Specialized resource loops, strategic spending
  • I_47_temporary_vs_permanent_resources - Run vs meta currencies, layered economy
  • I_48_resource_conversion - Exchange between currency types, strategic choices
  • I_49_shop_mechanics_with_rng - Random merchant inventory, scarcity and variety
  • I_50_crafting_systems - Combine resources for items, player agency in acquisition

J. Emergent Narrative (J_01-J_04)

  • J_01_nemesis_systems - Persistent enemy relationships, personal revenge arcs
  • J_02_favor_systems - NPC relationship building, social progression
  • J_03_faction_reputation - Multi-faction standing, branching consequences
  • J_04_dynamic_enemy_behavior - Adaptive AI responses, emergent encounters

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