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| start [2025/11/25 10:11] – [Overview] diviner | start [2025/11/25 11:22] (current) – diviner | ||
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| * A [[Message Broker]] serving as the core of the entire architecture, | * A [[Message Broker]] serving as the core of the entire architecture, | ||
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| + | * Chunk based [[Scene Management]] that allows you to create anything from highly detailed single scene experiences, | ||
| * UDP [[Networking]] support with a highly scalable and performant [[RPC]] infrastructure. | * UDP [[Networking]] support with a highly scalable and performant [[RPC]] infrastructure. | ||
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| * [[MVVM]] architectural support that enables the codebase to interface with game engine code in a completely decoupled way. | * [[MVVM]] architectural support that enables the codebase to interface with game engine code in a completely decoupled way. | ||
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| + | * A 3D Vector Math Library building on top of System.Numerics. | ||
| * A scalable, robust and performant [[Physics System]] for 3D Rigidbody Physics, offering Raycasting, Collision Events and realtime physics simulations. | * A scalable, robust and performant [[Physics System]] for 3D Rigidbody Physics, offering Raycasting, Collision Events and realtime physics simulations. | ||
| - | * Portable [[Navmesh Navigation]] through A* Pathfinding for AI Agent movement and collision predictions. | + | * Portable [[Navmesh Navigation]] through A* Pathfinding for AI Agent movement and collision predictions, with dynamic Navmesh stitching and unstitching for streamable or procedural chunks. |
| * FSM based [[AI]] offering highly modular and craftable decision making trees for complex AI agent interactions. | * FSM based [[AI]] offering highly modular and craftable decision making trees for complex AI agent interactions. | ||
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| * Server modules. The architecture is created with authoritative servers in mind, providing the ability to write game logic once and have it run both on server and client side without requiring to run the game engine on the server. Since each online game is unique in its own way and requirements, | * Server modules. The architecture is created with authoritative servers in mind, providing the ability to write game logic once and have it run both on server and client side without requiring to run the game engine on the server. Since each online game is unique in its own way and requirements, | ||
| - | * Platform deployment. The architecture depends on 3rd party support for deploying software using its features. | + | * Publishing. The architecture depends on 3rd party support for deploying software using its features. |
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| + | * Graphics Rendering. If graphics are required as an output, support must be given by interfacing with 3rd party rendering engines (game engines or custom made renderers). | ||
| - | * Rendering support. If graphics are required as an output, support must be given by interfacing with 3rd party rendering engines (game engines or custom made renderers). | + | * Audio Systems. Much like Graphics Rendering, if audio output |
| * Game Engine integration other than Unity. The architecture was built for use primarily with the Unity Game Engine. Even though its portable nature allows it to interface with other engines too (Godot, custom ones), the necessary adapter code has to be implemented individually. | * Game Engine integration other than Unity. The architecture was built for use primarily with the Unity Game Engine. Even though its portable nature allows it to interface with other engines too (Godot, custom ones), the necessary adapter code has to be implemented individually. | ||
start.1764065504.txt.gz · Last modified: by diviner
