A large-scale unit simulation built in Go and the Ebiten, using an Entity Component System (ECS) architecture.
In the simulation, robots search for minerals around the map, load them, and bring them back to base.
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Rendering Engine
- Isometric tilemap rendering from TMX files.
- Camera system supporting pan, zoom, and viewport culling for efficient rendering.
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Entity Component System (ECS)
- A robust ECS core manages game entities, components, and systems.
- Decoupled systems for logic like pathfinding, movement, rendering, and AI.
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Pathfinding and Movement
- A* pathfinding for units on the tile-based world.
- Smooth movement along calculated paths.
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AI and Game Logic
- Robot AI system for autonomous unit behavior.
- Event queue for managing game state changes and spawning units.
- Factory system for creating and initializing game entities.
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Input and Debugging
- Mouse and keyboard handling for camera control and unit interaction.
- Comprehensive debug system to visualize paths, grids, and other internal states.
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Asset Management
- Loads and manages game assets, including sprites from TMX tilesets.
