Directories
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| Path | Synopsis |
|---|---|
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Package aoi implements area-of-interest replication culling: per client, decide which entities should be replicated at what update rate, based on distance bands and an optional visibility predicate.
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Package aoi implements area-of-interest replication culling: per client, decide which entities should be replicated at what update rate, based on distance bands and an optional visibility predicate. |
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Package bidauction implements the sealed contribution-weighted loot-auction mechanic: each participant submits a private bid plus a contribution weight; on close, a weighted random pick decides the winner, who pays their bid; the bid is redistributed pro-rata to non-winners by contribution.
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Package bidauction implements the sealed contribution-weighted loot-auction mechanic: each participant submits a private bid plus a contribution weight; on close, a weighted random pick decides the winner, who pays their bid; the bid is redistributed pro-rata to non-winners by contribution. |
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Package grid is the runtime entity manager layered on top of kit/spatial: cell-bucketed objects, on-demand loading driven by observer positions, idle-cell unloading, phase-mask filtering, and a visitor/Notifier pattern for region operations (visibility, area-of-effect, broadcast).
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Package grid is the runtime entity manager layered on top of kit/spatial: cell-bucketed objects, on-demand loading driven by observer positions, idle-cell unloading, phase-mask filtering, and a visitor/Notifier pattern for region operations (visibility, area-of-effect, broadcast). |
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Package instancing implements ephemeral isolated session worlds — the "dungeon / raid / sandbox" model: spin up a world for a group, track objectives within it, fire bindings (open doors, gate triggers) as state advances, persist enough to resume after restart, and tear it all down when the session ends.
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Package instancing implements ephemeral isolated session worlds — the "dungeon / raid / sandbox" model: spin up a world for a group, track objectives within it, fire bindings (open doors, gate triggers) as state advances, persist enough to resume after restart, and tear it all down when the session ends. |
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Package lagcomp implements server-side time rewind for client hit adjudication in authoritative-action multiplayer games.
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Package lagcomp implements server-side time rewind for client hit adjudication in authoritative-action multiplayer games. |
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Package perception provides server-side AI perception primitives: sight cones with line-of-sight predicates, hearing radii driven by caller-emitted stimuli, and a threat ring with TTL-based decay.
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Package perception provides server-side AI perception primitives: sight cones with line-of-sight predicates, hearing radii driven by caller-emitted stimuli, and a threat ring with TTL-based decay. |
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Package softtarget is the controller-aim tie-breaker for action games: given a set of swept-volume hit candidates, pick one as the canonical target using a caller-composed scoring function.
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Package softtarget is the controller-aim tie-breaker for action games: given a set of swept-volume hit candidates, pick one as the canonical target using a caller-composed scoring function. |
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