Lesson 220

Game Development & Engines

The Game Loop, Engines & ECS

1:00

How real-time games are built — the game loop, frame budget, fixed timestep, engine subsystems, ECS, spatial partitioning, FSM-based AI, and multiplayer networking.

By the end, you can

  • Describe the three phases of the game loop and explain why it polls rather than blocks.
  • Calculate the frame budget for a target frame rate and explain what happens when it is exceeded.
  • Explain why a fixed timestep with an accumulator is used for physics, and what the spiral of death is.
  • Trace the fixed-timestep loop steps (add to accumulator, drain in dt chunks, compute alpha, interpolate render).
  • List the core engine subsystems and state the role of each.
  • Explain how ECS separates data from behavior and why contiguous component storage is cache-friendly.
  • Describe the broad-phase / narrow-phase collision split and explain how spatial partitioning avoids O(n²).
  • Model simple NPC behavior with a finite-state machine and identify when behavior trees are preferred.
  • Explain authoritative servers, client-side prediction, server reconciliation, entity interpolation, and lag compensation.
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