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John Pan edited this page Mar 20, 2018
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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.