- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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_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_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_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_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_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_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_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_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_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