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Games & Graphics

Interactive entertainment, real-time 3D, simulations, and rendering systems. Performance constraints (frame budget) and asset pipelines distinguish this category from web/mobile applications.

When to look here

  • Frame budget matters (16.6ms for 60fps, 8.3ms for 120fps)
  • Real-time 3D rendering is core to the product
  • Asset pipeline (art, audio, animation) is a major part of production

Patterns in this category

Pattern Status Best for
Cross-platform Game (Unity / Unreal / Godot) (TODO) Adopt Most commercial game projects
Web-based Game (WebGL/WebGPU) (TODO) Trial Browser-distributable games, marketing experiences
Multiplayer Game Backend (TODO) Trial Real-time multiplayer with authoritative server
Scientific / Engineering Simulation (TODO) Adopt Physics, fluid dynamics, training simulators
Data Visualisation / 3D Viewer (TODO) Adopt CAD viewers, geospatial, medical imaging

Default tech stack

  • Engines: Unity (C#), Unreal (C++/Blueprints), Godot (GDScript/C#), Bevy (Rust, assess)
  • Web 3D: Three.js, Babylon.js, PlayCanvas
  • Multiplayer: Photon, Mirror (Unity), dedicated servers via Agones
  • Backend services: Standard backend stack, but with stricter latency budgets

LLM-development fit

Mixed. LLMs handle gameplay scripting, UI, and tooling well, but struggle with performance-critical rendering code, complex state machines, and shader debugging.