Game Mechanics
# Game Mechanics & Systems
Implementierungsmuster fuer Physics, AI, Procedural Generation, Collision und interaktive Game Systems.
## Inhalt
- **Platformer Physics** — Coyote Time, Input Buffering, Variable Jump Height
- **Top-Down Movement** — Smooth Steering mit Acceleration und Friction
- **Enemy AI** — Finite State Machines, Behavior Trees
- **Procedural Generation** — BSP Dungeon Generator, Wave Function Collapse
- **A* Pathfinding** — Pfadsuche mit diagonaler Bewegung
- **Spatial Hash Grid** — O(1) Broad-Phase Collision Detection
## AI Pattern Auswahl
| Komplexitaet | Pattern | Beispiel |
|-------------|---------|----------|
| Einfach | FSM | Patrol → Chase → Attack |
| Mittel | Behavior Tree | Prioritaetsbasierte AI |
| Komplex | Utility AI | Emergent, gewichtete Entscheidungen |
## Quelle
:material-file-document: [`skills/game-development/game-mechanics.md`](https://github.com/atstaeff/ai-agents/blob/main/skills/game-development/game-mechanics.md)