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Média 1 pour l'article Mass Battle Framework - GPU Crowd Combat & Animation

Description

Mass Battle Framework is a source-included Unity 6 URP framework for building large two-team GPU battles without a GameObject, Animator, Rigidbody or Canvas per unit.

The framework moves crowd simulation, targeting, combat, animation, projectile flight, LOD selection and hit presentation onto the GPU. It ships with readable source code, authoring tools, public APIs, documentation and two complete demonstration scenes.

WHAT IS INCLUDED

• Direct Battle Demo with large fixed formations and immediate two-army combat.

• Castle Siege Demo with damageable strategic bases, formation deployment, reinforcement rows, symmetric GM panels, adjustable batch timing, battle-state controls, spectator camera and simulation-speed controls.

• Melee, Archer and Catapult combat logic.

• Character, weapon, environment and castle demo assets licensed for redistribution, with complete third-party notices.

CORE FEATURES

• Unified GPU Melee, Archer and Catapult simulation.

• Physical, non-homing ballistic arrows aimed at the target position captured when fired. Fast-moving units can genuinely evade them; swept collision still prevents tunnelling through valid hits.

• Catapult shells use fixed ballistic impact points, bounded AOE with falloff, trails and impact bursts.

• GPU fake-ragdoll death presentation with Terrain bounce and detachable weapon presentation.

• High-throughput GPU damage flash, raised wounded-unit health bars and corpse fade.

• 1–8 synchronized Attack variants per model.

• Four animated LOD levels targeting 100%, 50%, 10% and 5% triangle detail.

• Compatible Mesh and animation-resource sharing, including reusable weapon attachments.

• Directional 32-layer target and body-collision masks. Defaults remain open, while each unit can independently define who it may target, collide with and receive collision from.

• Terrain height sampling, strategic bases, asynchronous snapshots and large-map movement.

• Smooth animation transitions, combat locking, blocked-unit idle settling and randomized 95–105% movement speed.

• GPU-first capacity architecture designed for up to 1,000,000 entity slots. Actual visible counts and frame rate depend on hardware, scene content, resolution and project settings.

DEMONSTRATION EVIDENCE

The current Castle Siege / artillery recording deploys more than 200,000 units over time and captures approximately 182,000 living units at one point on the publisher's machine. The live counters remain visible in the recording. This is demonstration evidence, not a universal performance promise.

Watch the current demonstration:

https://youtu.be/FR08rJ91lq4

THE PRODUCTION CONNECTION

Mass Battle Framework is developed from the same production code line used by the publisher's ongoing game project:

https://x.com/23DwMeSz0W64139/status/2090466970013757501?s=20

Sales help fund continued development of that game. Reusable, production-proven improvements are brought back into the commercial framework where appropriate, so customers benefit as the underlying game technology matures.

ROADMAP

Planned directions include a more complete large-scale battle gameplay sample targeting the existing one-million-slot capacity architecture, cavalry, more artillery and siege logic, skills and visual effects, and reusable patterns for strategy games, large-scale battle games, bullet-heaven games and stream-interactive projects.

Roadmap items describe current development intentions and are not guaranteed delivery dates. Please purchase based on the included feature set.

VERIFIED BASELINE

• Unity 6000.1.4f1

• Universal Render Pipeline 17.1.0

• Windows DirectX 11

• Compute Shader, indirect drawing and AsyncGPUReadback support required

SUPPORT

[email protected]

Formats inclus