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John Pan edited this page Mar 20, 2018 · 2 revisions

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
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