PlayServ.Sdk.Spatial2D 1.0.0-dev.2786

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.
18
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.
18
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.
18
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.
18
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.
18
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.
17
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.
17
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.
17
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.
17
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.
17
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.
8
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.
8
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.
8
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.
8
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.
8
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.
5
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.
5
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.
5
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.
5
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.
5

.NET 10.0

  • No dependencies.

Version Downloads Last updated
1.0.0-dev.2810 1 10/29/2026
1.0.0-dev.2786 8 10/28/2026
1.0.0-dev.2763 1 10/27/2026
1.0.0-dev.2732 1 10/27/2026
1.0.0-dev.2660 3 10/22/2026
1.0.0-dev.2659 1 10/22/2026
1.0.0-dev.2658 1 10/22/2026
1.0.0-dev.2644 1 10/22/2026
1.0.0-dev.2615 1 10/20/2026
1.0.0-dev.2608 5 10/20/2026
1.0.0-dev.2578 1 10/19/2026
1.0.0-dev.2577 1 10/19/2026
1.0.0-dev.2564 1 10/15/2026
1.0.0-dev.2562 1 10/15/2026
1.0.0-dev.2557 1 10/14/2026
1.0.0-dev.2555 1 10/14/2026
1.0.0-dev.2549 1 10/13/2026
1.0.0-dev.2547 1 10/13/2026
1.0.0-dev.2509 1 10/12/2026
1.0.0-dev.2447 1 10/07/2026
1.0.0-dev.2446 1 10/07/2026
1.0.0-dev.2442 1 10/07/2026
1.0.0-dev.2440 1 10/07/2026
1.0.0-dev.2439 1 10/07/2026
1.0.0-dev.2438 1 10/07/2026
1.0.0-dev.2436 1 10/06/2026
1.0.0-dev.2435 1 10/05/2026
1.0.0-dev.2430 1 10/05/2026
1.0.0-dev.2426 1 10/02/2026
1.0.0-dev.2425 1 10/02/2026
1.0.0-dev.2422 1 10/02/2026
1.0.0-dev.2412 1 10/01/2026
1.0.0-dev.2316 1 09/29/2026
1.0.0-dev.2307 1 09/28/2026
1.0.0-dev.2303 1 09/28/2026
1.0.0-dev.2271 17 09/24/2026
1.0.0-dev.2250 18 09/24/2026
1.0.0-dev.2233 2 09/23/2026
1.0.0-dev.2222 2 09/22/2026
1.0.0-dev.2207 2 09/18/2026
1.0.0-dev.2206 2 09/18/2026
1.0.0-dev.2128 2 09/16/2026
1.0.0-dev.2053 2 09/14/2026
1.0.0-dev.2044 2 09/14/2026
1.0.0-dev.2031 2 09/12/2026
1.0.0-dev.2026 2 09/12/2026
1.0.0-dev.2000 2 09/11/2026
1.0.0-dev.1999 2 09/11/2026
1.0.0-dev.1998 2 09/11/2026
1.0.0-dev.1997 2 09/11/2026
1.0.0-dev.1937 2 09/09/2026
1.0.0-dev.1930 2 09/08/2026
1.0.0-dev.1920 2 09/08/2026
1.0.0-dev.1781 3 09/02/2026