FAQ¶
Is multiplayer included?¶
The shipped game is single-player. Build additional player rules through the simulation interfaces.
Can I replace art, input or storage?¶
Yes, through ICharacterVisual/IWaveView, IPlayerInput and storage interfaces. Configure your rig, bindings and platform backend through these interfaces.
Is a fixed seed enough?¶
Hold content, settings, version/platform, choices and per-tick input fixed too. A zero scene seed chooses a new actual seed for an attempt.
Why are there estimates and measurements?¶
An expected single-target formula, target-ring measurement and live wave have different density/reach/movement assumptions. Compare matching scenarios.
How do I measure runtime allocations?¶
Profile the warmed simulation, setup, UI and analysis as separate workloads.
Can I keep my changes through updates?¶
Put game assets/code in your own folder, preserve ids, and use adapters rather than patching package implementation files.
Entry point and reference fields¶
Entry point: Code-only: use the API reference for the named types.
| Field / API | Purpose |
|---|---|
Ownership |
Project-owned assets and adapters |
Determinism |
Same complete input contract |
Performance |
Scenario-specific measurements |
Figure¶

FAQ covering setup and extension workflows.
Check your result¶
Validate connected content before starting a new measurement or run. Keep the settings, seed and content version with any result you compare. For code-only adapters, compile against the package version you ship and configure the required authored data before gameplay.