PlayServ.Sdk.GameServer 1.0.0-dev.1781
Game-server runtime for the PlayServ SDK: rooms, ticker, snapshots, presence and the platform uplink.
Showing the top 20 packages that depend on PlayServ.Sdk.GameServer.
| Packages | Downloads |
|---|---|
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PlayServ.Sdk
SDK for building game servers and cloud functions on the PlayServ platform.
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1 |
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PlayServ.Sdk.Arena
The arena-game framework: a genre-level room base (ArenaRoom2D) that composes the PlayServ SDK systems — movement, projectile combat, world items, presence — and owns the sim loop, the world adapter, and the standard room verbs (join/input/respawn/leave/poll). A game subclasses it and supplies only decisions: the velocity model, damage rules, spawn placement, identity, and the snapshot field-map.
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0 |
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PlayServ.Sdk.Movement2D
Game-agnostic 2D movement system — a per-player sim stage that integrates a game-supplied velocity then runs the proven arena-clamp → obstacle push-out → body separation chain, applying per-contact speed reactions. The movement "feel" (the velocity model) and the world adapter stay game-side. Builds on Spatial2D + the room framework.
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0 |
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PlayServ.Sdk.Ai
Game-agnostic bot/AI primitives — threat table, line-of-sight / path raymarch, heading-seek steering. The reusable RNG-free core of a bot brain; the decision policy and any randomized behaviour stay game-side. Builds on Spatial2D.
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0 |
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PlayServ.Sdk.Procedural
Game-agnostic deterministic procedural placement — rejection-sampling scatter, clearance-constrained spawn placement, and pickup collection. Builds on Spatial2D + the SDK's DeterministicRandom.
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0 |
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PlayServ.Sdk.Combat2D
Game-agnostic 2D combat — projectile hit-scan, reload/cooldown gating, client-pose reconciliation, hit/kill event types, and a configurable projectile-combat sim system (advance → cull → hit → damage). Builds on Spatial2D + the room framework.
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0 |
.NET 10.0
- PlayServ.Sdk.Core (>= 1.0.0-dev.1781)
- PlayServ.Sdk.Data (>= 1.0.0-dev.1781)
| Version | Downloads | Last updated |
|---|---|---|
| 1.0.0-dev.1781 | 1 | 09/02/2026 |