smithery/tachyon-beep

using-simulation-tactics

Use when implementing or debugging game simulation - deciding what to simulate vs fake (scrutiny-based LOD), designing in-engine systems (physics, AI agents, pathfinding, economy, ecosystem, crowds, weather/time), optimising simulation under frame budget, or tracing chaos/desyncs/explosions. Routes to 10 specialist sheets + 3 router-support sheets, 3 commands, 2 SME agents. For numerical-methods math and stability proofs use /simulation-foundations; for architecture-level record/replay use /det…

Installation

$ npx skills add smithery/tachyon-beep --skill using-simulation-tactics

Summary

  • Use when implementing or debugging game simulation - deciding what to simulate vs fake (scrutiny-based LOD), designing in-engine systems (physics, AI agents, pathfinding, economy, ecosystem, crowds, weather/time), optimising simulation under frame budget, or tracing chaos/desyncs/explosions.
  • Routes to 10 specialist sheets + 3 router-support sheets, 3 commands, 2 SME agents.
  • For numerical-methods math and stability proofs use /simulation-foundations; for architecture-level record/replay use /determinism-and-replay; for game-feel and sandbox design use /systems-as-experience.

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More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

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Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 19,704 B
  • docs SUMMARY.md 101 B

History

  1. First recorded snapshot · 0 installs

SKILL.md

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

How to Access Reference Sheets

IMPORTANT: All reference sheets are located in the SAME DIRECTORY as this SKILL.md file.

When this skill is loaded from: skills/using-simulation-tactics/SKILL.md

Reference sheets like physics-simulation-patterns.md are at: skills/using-simulation-tactics/physics-simulation-patterns.md

NOT at: skills/physics-simulation-patterns.md ← WRONG PATH


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 [multi-skill-workflows.md](multi-skill-workflows.md))

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

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) -
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)
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) -

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!

COMMON ROUTING MISTAKES

These are the mistakes that waste the most time. Learn to recognize them.

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


Additional Guidance

For detailed examples and workflows, see:

  • [routing-scenarios.md](routing-scenarios.md) - 20 concrete routing examples
  • [multi-skill-workflows.md](multi-skill-workflows.md) - 8 game genre workflows (RTS, Survival, City Builder, etc.)
  • [expert-routing-guide.md](expert-routing-guide.md) - Tips, checklists, self-checks, edge cases

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
  2. [physics-simulation-patterns.md](physics-simulation-patterns.md) - Rigid bodies, vehicles, cloth, fluids, integration methods
  3. [ai-and-agent-simulation.md](ai-and-agent-simulation.md) - FSM, behavior trees, utility AI, GOAP, agent behaviors
  4. [traffic-and-pathfinding.md](traffic-and-pathfinding.md) - A*, navmesh, flow fields, traffic simulation, congestion
  5. [economic-simulation-patterns.md](economic-simulation-patterns.md) - Supply/demand, markets, trade networks, price discovery
  6. [ecosystem-simulation.md](ecosystem-simulation.md) - Predator-prey dynamics, food chains, population control
  7. [crowd-simulation.md](crowd-simulation.md) - Boids, formations, social forces, LOD for crowds
  8. [weather-and-time.md](weather-and-time.md) - Day/night cycles, weather systems, seasonal effects
  9. [performance-optimization-for-sims.md](performance-optimization-for-sims.md) - Profiling, spatial partitioning, LOD, time-slicing
  10. [debugging-simulation-chaos.md](debugging-simulation-chaos.md) - Systematic debugging, desync detection, determinism

Now route confidently to the specific skills you need!