518 lines
20 KiB
Markdown
518 lines
20 KiB
Markdown
---
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name: using-simulation-foundations
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description: Router for simulation math - ODEs, state-space, stability, control, numerics, chaos, stochastic
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mode: true
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pack: yzmir/simulation-foundations
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faction: yzmir
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skill_type: meta_router
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dependencies:
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- yzmir/simulation-foundations/differential-equations-for-games
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- yzmir/simulation-foundations/state-space-modeling
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- yzmir/simulation-foundations/stability-analysis
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- yzmir/simulation-foundations/feedback-control-theory
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- yzmir/simulation-foundations/numerical-methods
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- yzmir/simulation-foundations/continuous-vs-discrete
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- yzmir/simulation-foundations/chaos-and-sensitivity
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- yzmir/simulation-foundations/stochastic-simulation
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estimated_time_hours: 0.5
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---
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# Using Simulation-Foundations (Meta-Skill Router)
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**Your entry point to mathematical simulation foundations.** This skill routes you to the right combination of mathematical skills for your game simulation challenge.
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## Purpose
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This is a **meta-skill** that:
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1. ✅ **Routes** you to the correct mathematical skills
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2. ✅ **Combines** multiple skills for complex simulations
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3. ✅ **Provides** workflows for common simulation types
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4. ✅ **Explains** when to use theory vs empirical tuning
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**You should use this skill:** When building any simulation system that needs mathematical rigor.
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---
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## Core Philosophy: Theory Enables Design
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### The Central Idea
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**Empirical Tuning**: Trial-and-error adjustment of magic numbers
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- Slow iteration (run simulation, observe, tweak, repeat)
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- Unpredictable behavior (systems drift to extremes)
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- No guarantees (stability, convergence, performance)
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- Difficult debugging (why did it break?)
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**Mathematical Foundation**: Formulate systems using theory
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- Fast iteration (predict behavior analytically)
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- Predictable behavior (stability analysis)
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- Guarantees (equilibrium, convergence, bounds)
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- Systematic debugging (root cause analysis)
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### When This Pack Applies
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**✅ Use simulation-foundations when:**
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- Building physics, AI, or economic simulation systems
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- Need stability guarantees (ecosystems, economies)
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- Performance matters (60 FPS real-time constraints)
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- Multiplayer determinism required (lockstep networking)
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- Long-term behavior unpredictable (100+ hour campaigns)
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**❌ Don't use simulation-foundations when:**
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- Simple systems with no continuous dynamics
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- Pure authored content (no simulation)
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- Empirical tuning sufficient (static balance tables)
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- Math overhead not justified (tiny indie game)
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---
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## Pack Overview: 8 Core Skills
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### Wave 1: Foundational Mathematics
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#### 1. differential-equations-for-games
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**When to use:** ANY continuous dynamics (population, physics, resources)
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**Teaches:** Formulating and solving ODEs for game systems
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**Examples:** Lotka-Volterra ecosystems, spring-damper camera, resource regeneration
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**Time:** 2.5-3.5 hours
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**Key insight:** Systems with rates of change need ODEs
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#### 2. state-space-modeling
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**When to use:** Complex systems with many interacting variables
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**Teaches:** Representing game state mathematically, reachability analysis
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**Examples:** Fighting game frame data, RTS tech trees, puzzle solvability
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**Time:** 2.5-3.5 hours
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**Key insight:** Explicit state representation enables analysis
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#### 3. stability-analysis
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**When to use:** Need to prevent crashes, explosions, extinctions
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**Teaches:** Equilibrium points, eigenvalue analysis, Lyapunov functions
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**Examples:** Ecosystem balance, economy stability, physics robustness
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**Time:** 3-4 hours
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**Key insight:** Analyze stability BEFORE shipping
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### Wave 2: Control and Integration
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#### 4. feedback-control-theory
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**When to use:** Smooth tracking, adaptive systems, disturbance rejection
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**Teaches:** PID controllers for game systems
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**Examples:** Camera smoothing, AI pursuit, dynamic difficulty
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**Time:** 2-3 hours
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**Key insight:** PID replaces magic numbers with physics
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#### 5. numerical-methods
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**When to use:** Implementing continuous systems in discrete timesteps
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**Teaches:** Euler, Runge-Kutta, symplectic integrators
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**Examples:** Physics engines, cloth, orbital mechanics
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**Time:** 2.5-3.5 hours
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**Key insight:** Integration method affects stability
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#### 6. continuous-vs-discrete
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**When to use:** Choosing model type (continuous ODEs vs discrete events)
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**Teaches:** When to use continuous, discrete, or hybrid
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**Examples:** Turn-based vs real-time, cellular automata, quantized resources
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**Time:** 2-2.5 hours
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**Key insight:** Wrong choice costs 10× performance OR 100× accuracy
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### Wave 3: Advanced Topics
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#### 7. chaos-and-sensitivity
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**When to use:** Multiplayer desyncs, determinism requirements, sensitivity analysis
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**Teaches:** Butterfly effect, Lyapunov exponents, deterministic chaos
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**Examples:** Weather systems, multiplayer lockstep, proc-gen stability
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**Time:** 2-3 hours
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**Key insight:** Deterministic ≠ predictable
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#### 8. stochastic-simulation
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**When to use:** Random processes, loot systems, AI uncertainty
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**Teaches:** Probability distributions, Monte Carlo, stochastic differential equations
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**Examples:** Loot drops, crit systems, procedural generation
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**Time:** 2-3 hours
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**Key insight:** Naive randomness creates exploits
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---
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## Routing Logic: Which Skills Do I Need?
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### Decision Tree
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```
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START: What are you building?
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├─ ECOSYSTEM / POPULATION SIMULATION
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│ ├─ Formulate dynamics → differential-equations-for-games
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│ ├─ Prevent extinction/explosion → stability-analysis
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│ ├─ Implement simulation → numerical-methods
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│ └─ Random events? → stochastic-simulation
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│
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├─ PHYSICS SIMULATION
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│ ├─ Formulate forces → differential-equations-for-games
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│ ├─ Choose integrator → numerical-methods
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│ ├─ Prevent explosions → stability-analysis
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│ ├─ Multiplayer determinism? → chaos-and-sensitivity
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│ └─ Real-time vs turn-based? → continuous-vs-discrete
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│
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├─ ECONOMY / RESOURCE SYSTEM
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│ ├─ Formulate flows → differential-equations-for-games
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│ ├─ Prevent inflation/deflation → stability-analysis
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│ ├─ Discrete vs continuous? → continuous-vs-discrete
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│ └─ Market randomness? → stochastic-simulation
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│
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├─ AI / CONTROL SYSTEM
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│ ├─ Smooth behavior → feedback-control-theory
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│ ├─ State machine analysis → state-space-modeling
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│ ├─ Decision uncertainty → stochastic-simulation
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│ └─ Prevent oscillation → stability-analysis
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│
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├─ MULTIPLAYER / DETERMINISM
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│ ├─ Understand desync sources → chaos-and-sensitivity
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│ ├─ Choose precision → numerical-methods
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│ ├─ Discrete events? → continuous-vs-discrete
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│ └─ State validation → state-space-modeling
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│
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└─ LOOT / RANDOMNESS SYSTEM
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├─ Choose distributions → stochastic-simulation
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├─ Prevent exploits → stochastic-simulation (anti-patterns)
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├─ Pity systems → feedback-control-theory (setpoint tracking)
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└─ Long-term balance → stability-analysis
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```
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---
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## 15+ Scenarios: Which Skills Apply?
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### Scenario 1: "Rimworld-style ecosystem (wolves/deer/grass)"
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**Primary:** differential-equations-for-games (Lotka-Volterra)
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**Secondary:** stability-analysis (prevent extinction), numerical-methods (RK4 integration)
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**Optional:** stochastic-simulation (random migration events)
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**Time:** 6-10 hours
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### Scenario 2: "Unity physics engine with springs/dampers"
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**Primary:** differential-equations-for-games (spring-mass-damper)
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**Secondary:** numerical-methods (semi-implicit Euler), stability-analysis (prevent explosion)
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**Optional:** chaos-and-sensitivity (multiplayer physics)
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**Time:** 5-8 hours
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### Scenario 3: "EVE Online-style economy (inflation prevention)"
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**Primary:** differential-equations-for-games (resource flows)
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**Secondary:** stability-analysis (equilibrium analysis), continuous-vs-discrete (discrete items)
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**Optional:** stochastic-simulation (market fluctuations)
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**Time:** 6-9 hours
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### Scenario 4: "Smooth camera follow (Uncharted-style)"
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**Primary:** feedback-control-theory (PID camera)
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**Secondary:** differential-equations-for-games (spring-damper alternative)
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**Optional:** None (focused problem)
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**Time:** 2-4 hours
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### Scenario 5: "Left 4 Dead AI Director (adaptive difficulty)"
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**Primary:** feedback-control-theory (intensity tracking)
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**Secondary:** differential-equations-for-games (smooth intensity changes)
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**Optional:** stochastic-simulation (spawn randomness)
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**Time:** 4-6 hours
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### Scenario 6: "Fighting game frame data analysis"
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**Primary:** state-space-modeling (state transitions)
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**Secondary:** None (discrete system)
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**Optional:** chaos-and-sensitivity (combo sensitivity to timing)
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**Time:** 3-5 hours
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### Scenario 7: "RTS lockstep multiplayer (prevent desyncs)"
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**Primary:** chaos-and-sensitivity (understand floating-point sensitivity)
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**Secondary:** numerical-methods (fixed-point arithmetic), continuous-vs-discrete (deterministic events)
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**Optional:** state-space-modeling (state validation)
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**Time:** 5-8 hours
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### Scenario 8: "Kerbal Space Program orbital mechanics"
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**Primary:** numerical-methods (symplectic integrators for energy conservation)
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**Secondary:** differential-equations-for-games (Newton's gravity), chaos-and-sensitivity (three-body problem)
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**Optional:** None (focused on accuracy)
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**Time:** 6-10 hours
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### Scenario 9: "Diablo-style loot drops (fair randomness)"
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**Primary:** stochastic-simulation (probability distributions, pity systems)
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**Secondary:** None (focused problem)
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**Optional:** feedback-control-theory (pity timer as PID)
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**Time:** 3-5 hours
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### Scenario 10: "Cloth simulation (Unity/Unreal)"
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**Primary:** numerical-methods (Verlet integration, constraints)
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**Secondary:** differential-equations-for-games (spring forces), stability-analysis (prevent blow-up)
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**Optional:** None (standard cloth physics)
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**Time:** 5-8 hours
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### Scenario 11: "Turn-based tactical RPG"
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**Primary:** continuous-vs-discrete (choose discrete model)
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**Secondary:** state-space-modeling (action resolution), stochastic-simulation (hit/crit rolls)
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**Optional:** None (discrete system)
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**Time:** 4-6 hours
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### Scenario 12: "Procedural weather system (dynamic)"
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**Primary:** differential-equations-for-games (smooth weather transitions)
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**Secondary:** stochastic-simulation (random weather events), chaos-and-sensitivity (Lorenz attractor)
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**Optional:** numerical-methods (weather integration)
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**Time:** 5-8 hours
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### Scenario 13: "Path of Exile economy balance"
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**Primary:** stability-analysis (currency sink/faucet equilibrium)
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**Secondary:** differential-equations-for-games (flow equations), stochastic-simulation (drop rates)
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**Optional:** continuous-vs-discrete (discrete items, continuous flows)
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**Time:** 6-9 hours
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### Scenario 14: "Racing game suspension (realistic feel)"
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**Primary:** differential-equations-for-games (spring-damper suspension)
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**Secondary:** feedback-control-theory (PID for stability), numerical-methods (fast integration)
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**Optional:** stability-analysis (prevent oscillation)
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**Time:** 5-8 hours
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### Scenario 15: "Puzzle game solvability checker"
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**Primary:** state-space-modeling (reachability analysis)
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**Secondary:** None (graph search problem)
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**Optional:** chaos-and-sensitivity (sensitivity to initial state)
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**Time:** 3-5 hours
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---
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## Multi-Skill Workflows
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### Workflow 1: Ecosystem Simulation (Rimworld, Dwarf Fortress)
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**Skills in sequence:**
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1. **differential-equations-for-games** (2.5-3.5h) - Formulate Lotka-Volterra
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2. **stability-analysis** (3-4h) - Find equilibrium, prevent extinction
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3. **numerical-methods** (2.5-3.5h) - Implement RK4 integration
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4. **stochastic-simulation** (2-3h) - Add random migration/disease
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**Total time:** 10-14 hours
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**Result:** Stable ecosystem with predictable long-term behavior
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### Workflow 2: Physics Engine (Unity, Unreal, custom)
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**Skills in sequence:**
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1. **differential-equations-for-games** (2.5-3.5h) - Newton's laws, spring-damper
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2. **numerical-methods** (2.5-3.5h) - Semi-implicit Euler, Verlet
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3. **stability-analysis** (3-4h) - Prevent ragdoll explosion
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4. **chaos-and-sensitivity** (2-3h) - Multiplayer determinism (if needed)
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**Total time:** 10-14 hours (12-17 with multiplayer)
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**Result:** Stable, deterministic physics at 60 FPS
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### Workflow 3: Economy System (EVE, Path of Exile)
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**Skills in sequence:**
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1. **differential-equations-for-games** (2.5-3.5h) - Resource flow equations
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2. **stability-analysis** (3-4h) - Equilibrium analysis, inflation prevention
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3. **continuous-vs-discrete** (2-2.5h) - Discrete items, continuous flows
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4. **stochastic-simulation** (2-3h) - Market fluctuations, drop rates
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**Total time:** 10-13 hours
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**Result:** Self-regulating economy with predictable equilibrium
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### Workflow 4: AI Control System (Camera, Difficulty, NPC)
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**Skills in sequence:**
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1. **feedback-control-theory** (2-3h) - PID controller design
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2. **differential-equations-for-games** (1-2h) - Alternative spring-damper (optional)
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3. **stability-analysis** (1-2h) - Prevent oscillation (optional)
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**Total time:** 2-7 hours (depending on complexity)
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**Result:** Smooth, adaptive AI behavior
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### Workflow 5: Multiplayer Determinism (RTS, Fighting Games)
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**Skills in sequence:**
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1. **chaos-and-sensitivity** (2-3h) - Understand desync sources
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2. **numerical-methods** (2.5-3.5h) - Fixed-point arithmetic
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3. **state-space-modeling** (2.5-3.5h) - State validation
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4. **continuous-vs-discrete** (2-2.5h) - Deterministic event ordering
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**Total time:** 9-12.5 hours
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**Result:** Zero desyncs in multiplayer
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---
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## Integration with Other Skillpacks
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### Primary Integration: bravos/simulation-tactics
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**simulation-tactics = HOW to implement**
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**simulation-foundations = WHY it works mathematically**
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Cross-references TO simulation-foundations:
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- physics-simulation-patterns → differential-equations + numerical-methods (math behind fixed timestep)
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- ecosystem-simulation → stability-analysis (Lotka-Volterra mathematics)
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- debugging-simulation-chaos → chaos-and-sensitivity (determinism theory)
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- performance-optimization → numerical-methods (integration accuracy vs cost)
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Cross-references FROM simulation-foundations:
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- differential-equations → simulation-tactics for implementation patterns
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- stability-analysis → ecosystem-simulation for practical code
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- numerical-methods → physics-simulation for engine integration
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### Secondary Integration: bravos/systems-as-experience
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Cross-references:
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- state-space-modeling → strategic-depth-from-systems (build space mathematics)
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- stochastic-simulation → player-driven-narratives (procedural event probabilities)
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---
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## Quick Start Guides
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### Quick Start 1: Stable Ecosystem (4 hours)
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**Goal:** Predator-prey system that doesn't crash
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**Steps:**
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1. Read differential-equations Quick Start (1h)
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2. Formulate Lotka-Volterra equations (0.5h)
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3. Read stability-analysis Quick Start (1h)
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4. Find equilibrium, check eigenvalues (1h)
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5. Implement with semi-implicit Euler (0.5h)
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**Result:** Ecosystem oscillates stably, no extinction
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### Quick Start 2: Smooth Camera (2 hours)
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**Goal:** Uncharted-style camera follow
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**Steps:**
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1. Read feedback-control Quick Start (0.5h)
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2. Implement PID controller (1h)
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3. Tune using Ziegler-Nichols (0.5h)
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**Result:** Smooth camera with no overshoot
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### Quick Start 3: Fair Loot System (3 hours)
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**Goal:** Diablo-style loot with pity timer
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**Steps:**
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1. Read stochastic-simulation Quick Start (1h)
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2. Choose distribution (Bernoulli + pity) (0.5h)
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3. Implement and test fairness (1.5h)
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**Result:** Loot system with guaranteed legendary every 90 pulls
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---
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## Common Pitfalls
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### Pitfall 1: Skipping Stability Analysis
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**Problem:** Shipping systems without analyzing equilibrium
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**Symptom:** Game works fine for 10 hours, crashes at hour 100 (population explosion)
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**Fix:** ALWAYS use stability-analysis for systems with feedback loops
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### Pitfall 2: Wrong Integrator Choice
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**Problem:** Using explicit Euler for stiff systems
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**Symptom:** Physics explodes at high framerates or with strong springs
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**Fix:** Use numerical-methods decision framework (semi-implicit for physics)
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### Pitfall 3: Assuming Determinism
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**Problem:** Identical code on two machines, assuming identical results
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**Symptom:** Multiplayer desyncs after 5+ minutes
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**Fix:** Read chaos-and-sensitivity, understand floating-point divergence
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### Pitfall 4: Naive Randomness
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**Problem:** Using uniform random for everything
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**Symptom:** Players exploit patterns, loot feels unfair
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**Fix:** Use stochastic-simulation to choose proper distributions
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### Pitfall 5: Continuous for Discrete Problems
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**Problem:** Using ODEs for turn-based combat
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**Symptom:** 100× CPU overhead for no benefit
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**Fix:** Read continuous-vs-discrete, use difference equations
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---
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## Success Criteria
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### Your simulation uses foundations successfully when:
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**Predictability:**
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- [ ] Can predict long-term behavior analytically
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- [ ] Equilibrium points known before shipping
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- [ ] Stability verified mathematically
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**Performance:**
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- [ ] Integration method chosen deliberately (not default Euler)
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- [ ] Real-time constraints met (60 FPS)
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- [ ] Appropriate model type (continuous/discrete)
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**Robustness:**
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- [ ] No catastrophic failures (extinctions, explosions)
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- [ ] Handles edge cases (zero populations, high framerates)
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- [ ] Multiplayer determinism verified (if needed)
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**Maintainability:**
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- [ ] Parameters have physical meaning (not magic numbers)
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- [ ] Behavior understood mathematically
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- [ ] Debugging systematic (not trial-and-error)
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---
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## Conclusion
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**The Golden Rule:**
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> "Formulate first, tune second. Math predicts, empiricism confirms."
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### When You're Done with This Pack
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You should be able to:
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- ✅ Formulate game systems as differential equations
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- ✅ Analyze stability before shipping
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- ✅ Choose correct numerical integration method
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- ✅ Design PID controllers for smooth behavior
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- ✅ Understand deterministic chaos implications
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- ✅ Apply proper probability distributions
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- ✅ Prevent catastrophic simulation failures
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- ✅ Debug simulations systematically
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### Next Steps
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1. **Identify your simulation type** (use routing logic above)
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2. **Read foundational skill** (usually differential-equations-for-games)
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3. **Apply skills in sequence** (use workflows above)
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4. **Validate mathematically** (stability analysis, testing)
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5. **Integrate with simulation-tactics** (implementation patterns)
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---
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## Pack Structure Reference
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```
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||
yzmir/simulation-foundations/
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||
├── using-simulation-foundations/ (THIS SKILL - router)
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||
├── differential-equations-for-games/ (Wave 1 - Foundation)
|
||
├── state-space-modeling/ (Wave 1 - Foundation)
|
||
├── stability-analysis/ (Wave 1 - Foundation)
|
||
├── feedback-control-theory/ (Wave 2 - Control)
|
||
├── numerical-methods/ (Wave 2 - Integration)
|
||
├── continuous-vs-discrete/ (Wave 2 - Modeling Choice)
|
||
├── chaos-and-sensitivity/ (Wave 3 - Advanced)
|
||
└── stochastic-simulation/ (Wave 3 - Advanced)
|
||
```
|
||
|
||
**Total pack time:** 19-26 hours for comprehensive application
|
||
|
||
---
|
||
|
||
## Simulation Foundations Specialist Skills Catalog
|
||
|
||
After routing, load the appropriate specialist skill for detailed guidance:
|
||
|
||
1. [differential-equations-for-games.md](differential-equations-for-games.md) - ODEs for continuous dynamics, Lotka-Volterra ecosystems, spring-damper systems, resource flows, Newton's laws
|
||
2. [state-space-modeling.md](state-space-modeling.md) - State representation, reachability analysis, fighting game frame data, RTS tech trees, puzzle solvability
|
||
3. [stability-analysis.md](stability-analysis.md) - Equilibrium points, eigenvalue analysis, Lyapunov functions, preventing extinction/explosion/inflation
|
||
4. [feedback-control-theory.md](feedback-control-theory.md) - PID controllers, camera smoothing, AI pursuit, dynamic difficulty, disturbance rejection
|
||
5. [numerical-methods.md](numerical-methods.md) - Euler, Runge-Kutta, symplectic integrators, fixed-point arithmetic, integration stability
|
||
6. [continuous-vs-discrete.md](continuous-vs-discrete.md) - Choosing model type, continuous ODEs vs discrete events, turn-based vs real-time
|
||
7. [chaos-and-sensitivity.md](chaos-and-sensitivity.md) - Butterfly effect, Lyapunov exponents, deterministic chaos, multiplayer desyncs, floating-point sensitivity
|
||
8. [stochastic-simulation.md](stochastic-simulation.md) - Probability distributions, Monte Carlo, stochastic differential equations, loot systems, randomness patterns
|
||
|
||
---
|
||
|
||
**Go build simulations with mathematical rigor.**
|