Obscura

- C++
- Performance
- Entity Component System
This project aims to create not only a visually impressive RTS, but also a technically advanced game.
From the very beginning, the focus was on modular coding, making it as easy as possible to expand and improve the game later on.
The first step was to develop a basic prototype to identify potential bottlenecks and workload requirements.
The initial prototype already included a multiplayer-ready RTS with a working economy and combat system, as well as a basic host-and-join feature, which was deployed on Steam test servers.
The main bottleneck as expected where Bots. Which brought me to the idea of my masters thesis
-> Entity Component Systems.
Windows Build
Performance Optimization
Multithreading and Entity Component System
The project delivers a framework in Unreal Engine 5, built on top of the Mass Plugin. It is capable of simulating vast numbers of entities in real time by chunking data and significantly increasing cache efficiency.
The system chunks game logic, uses multithreading, and processes the workload through dedicated processor-scripts while handling rendering through particle systems and animated static meshes, so each bot can run its own brain, pathfinding, and animation without hurting the framerate.
An extended plugin designed for high performance in both research and gaming applications.
Final Result