Overview¶
SeinARTS Framework is a deterministic lockstep RTS framework for Unreal Engine 5. It provides the core simulation, entity, navigation, UI, and editor tooling needed to build RTS games with a Blueprint-first workflow.
What It Includes¶
- Deterministic simulation built on fixed-point math and a deterministic PRNG.
- Entity/component architecture for units, abilities, modifiers, production, and squads.
- Deterministic navigation with grid pathfinding, flowfields, and steering.
- Blueprint-first authoring for gameplay logic, unit setup, and UI.
- Generic UI toolkit with ViewModel-based binding utilities for RTS interfaces.
Modules¶
| Module | Purpose | Status |
|---|---|---|
| SeinARTSCore | Fixed-point math, vectors, quaternions, transforms, PRNG | Complete |
| SeinARTSCoreEntity | ECS, sim loop, abilities, effects, modifiers, production, squads | Complete |
| SeinARTSNavigation | Deterministic grid pathfinding, flowfields, steering | Complete |
| SeinARTSUIToolkit | Generic ViewModel-based UI data binding and utilities | Complete |
| SeinARTSEditor | Content Browser factory, class picker, editor icons | Complete |
| SeinARTSFramework | Player controller, camera, HUD, input bindings | Complete |
Start Here¶
Design Principles¶
Determinism first. The simulation is isolated from Unreal's non-deterministic runtime systems so the same inputs produce the same outputs on every machine.
Blueprint-first workflow. C++ provides the deterministic primitives, while designers author units, abilities, and UI in Blueprint.
Composable systems over hardcoded enums. Abilities, attributes, modifiers, and tags are designed to be assembled into the game-specific rules your RTS needs.