Game dev concepts
The tricks that make games feel good, explained for vibe coders
Play a tiny demo, see why it matters, then paste a ready-made prompt into your AI coding tool.
71 concepts13 categories2D + 3D

71 concepts
01Acceleration and frictionSpeed that builds up and bleeds off, instead of on/off movement.Movement2D and 3D
02Diagonal movement normalizationWhy holding two arrow keys makes characters 41% faster.Movement2D and 3D
03Ground checkHow the game decides you are standing on something.Movement2D and 3D
04Variable jump heightTap for a hop, hold for a full jump.Movement2D and 3D
05Coyote timeLet players jump a moment after they run off a ledge.Movement2D and 3D
06Input bufferingRemember a press that came a little too early.Movement2D and 3D
07Slopes and step offsetWalk up ramps and small steps without bouncing or sticking.Movement2D and 3D
08Delta timeWhy your game runs faster on a 144 Hz monitor.Movement2D and 3D
09Collision responseSlide along walls instead of sticking to them.Physics & collisions2D and 3D
10One-way platformsJump up through it, land on top of it.Physics & collisions2D (and 3D)
11TunnelingWhy fast bullets go straight through thin walls.Physics & collisions2D and 3D
12Fixed timestepRun physics in equal slices, whatever the frame rate.Physics & collisions2D and 3D
13RaycastingAn invisible line that tells you what it hits first.Physics & collisions2D and 3D
14Spatial partitioningOnly test things that are near each other.Physics & collisions2D and 3D
15KnockbackA hit should push, not just subtract health.Combat2D and 3D
16HitboxesThe invisible shapes the game actually checks for hits.Combat2D and 3D
17Hit stopFreeze for a blink when a hit lands.Combat2D and 3D
18CooldownsThe wait before an ability can be used again.Combat2D and 3D
19Invincibility framesA short safety window after getting hit.Combat2D and 3D
20Screen shakeShake the camera to sell impacts, without making people sick.Combat2D and 3D
21Projectile aiming and spreadAim where the target will be, not where it is.Combat2D and 3D
22Camera smoothingA follow camera that glides instead of snapping.Camera2D and 3D
23Camera deadzoneLet the player move a little before the camera follows.Camera2D and 3D
24Camera look-aheadShow more of where the player is going.Camera2D and 3D
25Parallax scrollingBackground layers that move slower to fake depth.Camera2D (and 2.5D)
263D camera collisionStop the camera going through walls.Camera3D (third-person)
27Finite state machineOne state at a time, with clear rules for switching.AI2D and 3D
28Steering behaviorsSeek, flee and arrive with smooth, natural turns.AI2D and 3D
29Line of sight and aggroEnemies notice you only when they could really see you.AI2D and 3D
30A* pathfindingHow enemies chase you around walls instead of into them.AI2D and 3D
31NavmeshWalkable areas as polygons instead of tiles.AI3D (and large 2D maps)
32Sprite sheet animationFlipbook animation that plays at the same speed everywhere.Animation2D (and 3D flipbooks)
33Squash and stretchMake things feel springy by deforming them.Animation2D and 3D
34EasingHow something speeds up and slows down, not just where it goes.Animation2D, 3D and UI
35Animation blendingMix walk and run smoothly by speed.Animation3D (and skeletal 2D)
36QuaternionsRotations that do not lock up or take the long way round.Animation3D
37Pause and time scaleFreeze the game, not the menu.UI/UX2D and 3D
38UI scaling and anchorsA HUD that fits every screen size.UI/UX2D and 3D
39Damage numbersPop-up numbers that say how hard you hit.UI/UX2D and 3D
40Web audio unlockWhy your browser game is silent until you click.AudioWeb (2D and 3D)
41Pitch and volume variationStop repeated sounds from sounding robotic.Audio2D and 3D
42Spatial audioSounds that get quieter with distance and come from the right side.Audio3D (and 2D panning)
43Save and loadKeep progress, and survive your own updates.Saves2D and 3D
44Save versioning and migrationOld saves keep working after you update the game.Saves2D and 3D
45Entity interpolationShow other players smoothly between network updates.Multiplayer2D and 3D
46Client-side predictionMove instantly, then agree with the server.Multiplayer2D and 3D
47Authoritative serverThe server decides what really happened.Multiplayer2D and 3D
48Interest managementOnly send players what they can see.Multiplayer2D and 3D
49ShardingMany separate copies of the same world.Multiplayer2D and 3D
50Layering and phasingA crowded zone quietly becomes several.Multiplayer2D and 3D
51Server meshingOne world, many servers, no visible borders.Multiplayer3D
52Loot tables (weighted random)Make rare things rare, on purpose.Procedural2D and 3D
53Seeded noiseThe same seed always makes the same world.Procedural2D and 3D
54AutotilingPaint ground and let edges and corners pick themselves.Procedural2D
55Dungeon generationRooms and corridors from a seed.Procedural2D (and 3D layouts)
56Chunk streamingLoad the world around the player, unload the rest.Procedural2D and 3D
57Pixel-perfect renderingCrisp pixel art instead of blurry or wobbly pixels.Rendering2D pixel art
58Texture atlasMany images packed into one texture.Rendering2D and 3D
59Particle systemsMany tiny sprites that make fire, smoke, sparks and magic.Rendering2D and 3D
60BillboardingFlat sprites that always face the camera.Rendering3D
61NormalsThe direction a surface faces, which decides how it is lit.Rendering3D (and 2D lighting)
62Z-fightingFlickering where two surfaces overlap.Rendering3D
63Fragment shaderA tiny program that colours every pixel.Rendering2D and 3D
64OverdrawDrawing the same pixel many times.Rendering2D and 3D
65Object poolingReuse objects instead of creating and destroying them.Performance2D and 3D
66Frame budget16.7 ms to do everything, every frame.Performance2D and 3D
67Draw callsEach separate draw request costs CPU time.Performance2D and 3D
68GC spikesGarbage collection pauses that cause hitches.Performance2D and 3D
69Time slicingSpread big jobs over several frames.Performance2D and 3D
70Frustum cullingDo not draw what the camera cannot see.Performance3D (and 2D)
71Level of detail (LOD)Simpler models when things are far away.Performance3D
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71 concepts so far, with more coming. Sprites and backgrounds in the demos were made with AI (Higgsfield). The game code is ours.