PlayServ.Sdk.Spatial2D 1.0.0-dev.1781

Game-agnostic 2D geometry, collision, and separation for PlayServ server-authoritative games. No dependency on the room framework.

Showing the top 20 packages that depend on PlayServ.Sdk.Spatial2D.

Packages Downloads
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.
1
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.
1
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.
1
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.
1
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.
1

.NET 10.0

  • No dependencies.

Version Downloads Last updated
1.0.0-dev.1781 1 09/02/2026