SGFMass + StormPopulation
Represent distant agents lightly; project rules determine when agents hand off to richer actors.
SURVIVAL / CO-OP / Illustrative composition
Pair lightweight populations with full interactions, AI decision-making, persistent resources and world event orchestration. The studio chooses how hordes behave and how co-op survival feels.
Explore the composition01 / What connects
Represent distant agents lightly; project rules determine when agents hand off to richer actors.
Close-up enemies act through authored behaviours, contact and firing mechanisms.
Orchestrate scenarios based on game observations and query meaningful world places.
Persist selected progress, validate resources and configure replication relevance.
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 publishes an observation a Director can use.
The Director selects from authored response options.
Mass represents selected agents as lightweight entities under the studio’s simulation rules.
Representation handoff and SGFAI behaviours support detailed close-quarter interaction.
Only game-selected durable world, item and vehicle state is restored later.
03 / The studio builds
Hordes, crafting recipes and networking capacity are not automatically supplied or benchmarked.
04 / Change the composition
Use SGFTransportSave for durable parked vehicles; occupants are resolved anew.
Use SGFWorldChaosAdapter for destruction visuals without coupling structural truth to effects.
Available to license
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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