SGFMass
Lightweight agent identity and representation where thousands of full actors would be inappropriate.
STRATEGY / RTS / Illustrative composition
Mass populations, team relationships, coordination, areas and authored world events can contribute to an RTS or simulation. The actual command model, economy and unit behaviours stay in the game.
Explore the composition01 / What connects
Lightweight agent identity and representation where thousands of full actors would be inappropriate.
Relationships and multi-actor readiness/outcome mechanisms; formation logic is authored separately.
Semantic areas and conditional objectives for scenario systems.
Presentation building blocks for orders, selection and management screens.
02 / A moment in play
A player moment moves through separate responsibilities. Game-authored rules and content decide what each mechanism means for the experience.
The game’s selection system determines which units answer the command.
Project-owned pathing and formation rules distribute targets.
Mass agents handle the behaviours the game authored; rich actors are only used when justified.
World and team state becomes a meaningful condition.
Director runs authored objectives or events when conditions are met.
03 / The studio builds
SGF is not an RTS engine: it does not include a general RTS command interface, economy or deterministic simulation.
04 / Change the composition
For a colony simulation, emphasise Mass populations and authored Director objectives.
For a small tactics game, use full actors instead of Mass where simpler.
Available to license
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