Game Development Standards

Game development as engineering, governed by the frame budget. Use when working with Unity (.unity scenes, .prefab, .meta files, Assets/ and ProjectSettings/, Packages/manifest.json, MonoBehaviour, FixedUpdate, Burst/Jobs, DOTS/Entities, Addressables, IL2CPP, Unity 6 LTS and Unity Personal/Pro/Enterprise revenue thresholds), Unreal Engine (.uproject, .uasset, .umap, Build.cs and Target.cs, UPROPERTY/UFUNCTION, Blueprints, Nanite, Lumen, Chaos, World Partition, UE royalty and per-seat licensing), Godot (project.godot, .tscn, .tres, GDScript .gd, _process versus _physics_process), a game loop with fixed timestep and interpolation, frame-time percentiles, stutter and hitching, GC spikes and object pooling, asset streaming and level loading, ECS and data-oriented design, deterministic simulation and floating-point desync, netcode with server authority, client-side prediction, rollback and lag compensation, cheating and anti-cheat, lobby and party flow in the client, large binary assets under Git LFS or Perforce P

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