Networked RTS State & Simulation Architecture
Server-authoritative RTS simulation with fixed ticks, replicated state tables, full/delta snapshots, and command-driven unit systems.
Server-authoritative RTS simulation with fixed ticks, replicated state tables, full/delta snapshots, and command-driven unit systems.
End-to-end system for creating, publishing, and using user-generated creatures with composable AI and Steam Workshop integration.
Cross-platform input pipeline converting gestures and key inputs into consistent user intent.
High-performance 3D pathfinding system using sparse voxel octrees for large environments.
Server-authoritative item system with pure C# data models, delta-synchronized containers, equipped-item controllers, and decoupled view models.
GPU-accelerated flocking simulation with spatial partitioning.