--- 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. --- ## Simulation Tactics Specialist Skills Catalog After routing, load the appropriate specialist skill for detailed guidance: 1. [simulation-vs-faking.md](simulation-vs-faking.md) - FOUNDATIONAL: Trade-off between full simulation and approximation/faking, when to simulate vs fake, hybrid approaches 2. [physics-simulation-patterns.md](physics-simulation-patterns.md) - Rigid bodies, vehicles, cloth, fluids, integration methods, real-time physics simulation 3. [ai-and-agent-simulation.md](ai-and-agent-simulation.md) - FSM, behavior trees, utility AI, GOAP, agent behaviors, autonomous decision-making 4. [traffic-and-pathfinding.md](traffic-and-pathfinding.md) - A*, navmesh, flow fields, traffic simulation, congestion, navigation 5. [economic-simulation-patterns.md](economic-simulation-patterns.md) - Supply/demand, markets, trade networks, price discovery, resource economies 6. [ecosystem-simulation.md](ecosystem-simulation.md) - Predator-prey dynamics, food chains, population control, wildlife ecosystems 7. [crowd-simulation.md](crowd-simulation.md) - Boids, formations, social forces, LOD for crowds, coordinated group movement 8. [weather-and-time.md](weather-and-time.md) - Day/night cycles, weather systems, seasonal effects, atmospheric simulation 9. [performance-optimization-for-sims.md](performance-optimization-for-sims.md) - Profiling, spatial partitioning, LOD, time-slicing, caching, performance tuning 10. [debugging-simulation-chaos.md](debugging-simulation-chaos.md) - Systematic debugging, desync detection, determinism, chaos prevention Now route confidently to the specific skills you need!