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الوسائط 1 للقائمة Mass Battle Crowds - 100,000+ crowd battling at 60 FPS
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الوصف

Skip years of senior-engineering work, ship your epic battle today!

Mass Battle is the only crowd framework on Fab with an end-to-end Mass Entity Blueprint workflow and lockstep replication: prototype a full RTS/FPS/TD/Roguelike/WarSim in pure BP and ship it, while C++ devs go further with a simplified C++ API. Fully CPU-driven so gameplay and simulation stay in lock-step — no GPU readback, no sync headaches, every frame inspectable in the editor, at GPU-grade performance.

Why developers pick Mass Battle

- Kick-start: every crowd-fight system integrated out of the box

- Easy to Customize: full BP workflow or vibe-coding with simplified C++ API

- Scalable Performance: simulate over 100000 agents during a fierce combat at 60fps

- Lockstep Replication: easily replicate 10K+ agents via deterministic lockstep


Demo (Video & Tutorials): QuickStart_EN | QuickStart_CN | WarSim(StressTest) | RTS(Replicated)

Demo (Packaged Projects): HordeSurvival | ZombieFPS | WarSim(StressTest) | RTS(Replicated)

Discord: Link | QQ Group: 916358710

Doc: Link

Note: DM me your Fab order ID on Discord/QQ to access demo maps, assets and the Github repo.

Professional license comes with 1-on-1 VIP technical consulting including remote desktop assistance, plus priority technical support and Skills for coding agents.

Warning: MassBattle already included MassAPI and FlowFieldCanvas as modules, uninstall those before using MassBattle!

Dependencies

- AnimToTexture, MassGameplay, Niagara (all engine-included)

MassAPI

- Full BP workflow + simplified C++ API

- Add / get / set / remove tags, fragments, flags

- Spawn / despawn entity via template

- Query individual or matching entities

- Deferred operations with delegate


Network Replication

- Deterministic lockstep replication

- Fixed point math lib

RTS Selection

- Click, drag, add, subtract, select similar

- Configurable agent on-select reaction

Task System

- Extensible BP async tasks: `GenerateFormation`, `AgentsMoveTo`, `AgentsChaseAttack`

- Clean formation movement with smart bubble packing algorithm

Advanced Movement

- RVO2 + force-based avoidance+ traffic rules

- Supports flying, falling, and uneven-surface motion

- Models: creature, vehicle, aircraft

- Ground normal alignment, velocity pitching/banking

- Avoidance group mask

Hybrid Pathfinding

- FlowFieldCanvas plugin included as a module

- Cell grid and nav mesh (multi-layer) pathfinding

- Flow field (crowd) and A* (individual) pathfinding

- Nav links and modifiers

- Async EnvQuery and update

- Multi-goal flow field

Collision

- PBD for agent-vs-agent and agent-vs-scene

- Capsule collider in any relative rotation

AI Behaviors

- Vision perception with configurable query

- Birth, Sleep, Patrol, Chase, Attack, Reinforce, Return, Hit, Death — each fully parameterized

- All-in-one agent config data asset

- State tree support coming soon

Spatial Query

- Hash Grid: Fast and optimized for large open world

- Shapes: Sphere, SphereSweep, Box, BoxSweep, Sector, Cone, ViewFrustum

- Distance sort: near→far, far→near, random, none

- Result count limit, debug draw, visibility check

Global Query

- Filter by composition (tag, fragment, flag) and logic (All/Any/None)

- Filter by priority composition

- Match individual agent handle

Damage & Debuff

- 3 damage modes: point, radial, beam

- 3 debuffs: launching, slowing, temporal damage

- 6 material FX: frozen, burning, poisoned, hit glow, dissolve, team color

Spawning

- Spawn agent, projectile, loot, actor, sound, FX

- Projectile, loot, FX and sound auto-pooled

- Trigger on agent events (birth, attack, hit, death) or projectile events (spawn, hit, despawn)

- UObject-Agent attachment

Projectile Entity

- 4 movement modes: static, ballistic, interped, tracking

- Ballistic launch velocity solver with prediction

- Projectile data asset

Loot Entity

- 2 movement modes: ballistic, interped

- Loot data asset

Host Entity

- Bridge uobjects and entities

- Attachment, Pooling, Lifetime Management

Event Interface

- Interfaces: `MassBattleAgentInterface`, `MassBattleProjectileInterface`, `MassBattleLootInterface`

- Agent events: OnAgentAppear, OnTrace, OnMove, OnAttack, OnHit, OnDeath, OnStatistics, OnAnimState, OnPool…

- Projectile/Loot events: OnProjectileSpawn/OnHit/OnDespawn, OnLootSpawn/OnCollected

- Any actor configurable as event receiver

Animation

- One-click VAT setup utility with LOD support

- Animation blending with blendspace1D

- Batch rename, auto-fill, and random cycling of animations

Visualization

- Draw debug shapes

- NS GPU Particle VAT: CPU and GPU render frame interpolation(doubles agent count)

- NS GPU Particle UI: Health bar interpolation; text pop displays ±999 trillion

- NS GPU Batched FX:

  - Burst particles (muzzle, spark)

  - Attached particles (warhead, trail)

Actor Representation

- "AgentComponent""ProjectileComponent""LootComponent"

- Agent auto-swap between particle and actor

- Spawn actor by class, or hand-place in level

Statistics

- Total Kills, Total Damage, Total Score, Survived Time…

- `OnStatisticsChange` event or `CreditToEntity` for team stats

Third Party Plugins (Inside Repo)

- MCP, Fog of War, Landmark System, Minimap, etc

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