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STRATEGY / RTS / Illustrative composition

Real-time strategy & simulationScale the simulation, author the strategy.

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 composition

01 / What connects

How each system contributes.

SGFMass

Lightweight agent identity and representation where thousands of full actors would be inappropriate.

StormTeams + StormCoordination

Relationships and multi-actor readiness/outcome mechanisms; formation logic is authored separately.

SGFWorld + SGFDirector

Semantic areas and conditional objectives for scenario systems.

SGFUI + SGFWidgets

Presentation building blocks for orders, selection and management screens.

02 / A moment in play

Follow the handoffs.

A player moment moves through separate responsibilities. Game-authored rules and content decide what each mechanism means for the experience.

  1. A player selects a squad

    The game’s selection system determines which units answer the command.

  2. A move order is issued

    Project-owned pathing and formation rules distribute targets.

  3. Units operate at different fidelity

    Mass agents handle the behaviours the game authored; rich actors are only used when justified.

  4. An objective changes hands

    World and team state becomes a meaningful condition.

  5. The scenario responds

    Director runs authored objectives or events when conditions are met.

03 / The studio builds

Your game's rules and experience.

SGF is not an RTS engine: it does not include a general RTS command interface, economy or deterministic simulation.

  • Unit selection, pathing, group movement, formations and combat AI
  • Economy, construction, fog of war and victory conditions
  • Deterministic lockstep or other RTS network model, if multiplayer

04 / Change the composition

Subtract or swap capabilities.

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

Ask about SGF licensing.

Tell us which systems you need and which Unreal Engine version you use. We can discuss licence terms and integration with your project.

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