#Deterministic Command Engine

1 messages · Page 1 of 1 (latest)

supple yoke
#

Hey Everyone! I’ve been working on a deterministic command system for Unity and wanted to share some progress.

The goal is to make systems like: undo / redo, gameplay replay, tick-based logic much easier to implement without things getting messy.

Right now it supports:

  • command-based architecture
  • undo / redo
  • replaying full sessions tick and turn-based
  • a debug window to inspect commands

I’ve been testing it with small prototypes (puzzle + card game), and it’s working surprisingly well.

I’m curious how others are handling undo/redo or replay in projects?

Would love to get feedback or hear about your projects!