Plugin Ecosystem
SeinARTS ships as one core plugin and five opt-in production extensions. Dependencies point toward the framework, never back from the framework into an extension.
Production plugins
Section titled “Production plugins”| Plugin | Adds | Requires |
|---|---|---|
| SeinARTSFramework | Deterministic simulation, entities, abilities, effects, navigation, base movement, fog of war, networking, editor tooling, UI, and gameplay shell | Nothing else in SeinARTS |
| SeinARTSSquadExtension | Persistent squads, formation dispatch, and reinforcement | Framework |
| SeinARTSCoverExtension | Cover providers and geometry, cover-aware dispatch, and formation preview | Framework |
| SeinARTSCoverSquadExtension | The optional integration bridge between cover and squad dispatch | Framework + Cover + Squad |
| SeinARTSMovementPlusExtension | Infantry, wheeled, tracked, hover, and flight movement modes with per-class tuning | Framework |
| SeinARTSOnlineServicesExtension | Provider-neutral account, party, matchmaking, results, saves, replay evidence, telemetry, and provider adapters | Framework |
Dependency shape
Section titled “Dependency shape”SeinARTSFramework├── SeinARTSSquadExtension├── SeinARTSCoverExtension├── SeinARTSMovementPlusExtension├── SeinARTSOnlineServicesExtension└── SeinARTSCoverSquadExtension ├── SeinARTSSquadExtension └── SeinARTSCoverExtensionThe Cover and Squad extensions are intentionally independent. Their only cross-extension integration is the separate Cover + Squad bridge, which a game enables only when it uses both parent capabilities.
Development-only test plugins
Section titled “Development-only test plugins”Two disabled test plugins validate the ecosystem without becoming shipping dependencies:
- SeinARTSTestSuite exercises the framework and editor surfaces.
- SeinARTSExtensionTestSuite consumes the base test suite and every opt-in extension for integration coverage.
No production plugin may depend on either test plugin.
Shared contracts
Section titled “Shared contracts”Every production plugin follows the same boundaries:
- Simulation state flows to rendering; rendering does not write authoritative state.
- Simulation uses deterministic fixed-point math and stable entity handles.
- Designer-authored Blueprint content composes deterministic C++ primitives.
- Sim-affecting settings contribute to the lockstep configuration fingerprint.
- Optional features remain removable without breaking the framework.