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Technical Features
John Pan edited this page Mar 20, 2018
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Jotting down low-level technical achievements in Lockstep Framework.
- TODO: Impossible path detection through unwalkable node tracing.
- Group attack behaviours with recursive automatic stop pausing (i.e. when the front row of units stops and blocks the back row, back row won't automatically stop) communicated through collisions.
- Dynamically expanded physics collision partition
- Flexible custom serialization with Command class.
- Raycasting through grid tiles.
- Pooled projectiles, effects, and agents/units.
- Injection of scene-saved/environment objects into simulation.
- Deterministic heightmap system.
- Micro-optimized fixed point math library