Built With
Procedural Generation
Chunk-based forest trails with seeded randomness, danger zone pacing, and dynamic terrain assembly across 30 trail markers.
ECS Enemy System
Entity Component System powered by jecs — scalable enemy spawning, behaviors, and AI with client-side rendering batching.
Flamework Architecture
roblox-ts with Flamework DI — Services, Controllers, Components, and reactive state management via Charm atoms.
Multiplayer Sync
Charm-Sync for seamless client-server atom synchronization with Remo type-safe networking.
Developer Tooling
Iris immediate-mode debug UI, feature flags, performance profiling, and comprehensive testing infrastructure.
Performance Focused
Heartbeat throttling, LOD systems, deferred expensive work, and queue-based processing — one operation per tick.
