Lumara Mass Entity Framework (May 2024 — Present)
A Mass‑based, data‑oriented gameplay framework for building large‑scale, systemic games in Unreal Engine.
- Modular Plugin Architecture:
- Zero-dependency design—individual feature plugins rely on a single core framework.
- Projects inherit and extend systems with game-specific logic in both C++ and Blueprint.
- Custom Visual Entity Editor: Drag-and-drop trait system with categorical grouping for fast entity composition.
- Entity-First Architecture: Core entities and fragments replace traditional actor-based workflows, eliminating actor references throughout the entire system.
- Managed Entity Relationships: Fully managed owner/parent/child/instigator relationships throughout all systems for robust entity hierarchies and ownership tracking.
- Entity-Based Collision & Filtering: Custom collision system with granular entity-first filtering controls integrated throughout all systems.
- Automatic Save/Load: Zero-configuration persistence; entities and fragments auto-save with per-fragment granular data management.
- Entity-Based Ability & Buff Systems: Component-driven ability framework enabling rapid iteration via the custom entity editor.
- Utility-Based AI Decision Engine:
- Evaluates multiple actions in parallel using weighted utility scoring.
- Context-driven evaluation (health, distance, ammo, threat, time) with customizable properties.
- Custom node editor with real-time per-entity visualization for debugging AI decisions and values within the graph.
- Custom Progression Node Editor:
- Visual graph system for building progression flows (tutorials, tech trees, meta-progression, achievements).
- Node-based conditions and execution tasks for rapid setup.
- Entity-scoped or global progression support for flexible implementation.
- Task-Based Architecture: Unified task system extending across multiple subsystems for rapid logic creation in both Blueprint and C++.
- Callback & Delegate Systems: Event-driven architecture at the core of all frameworks, enabling easy binding to fragment data in both Blueprint and C++.
- Custom Input & Control Framework:
- Per-entity input handling with easy-to-create and edit input mappings.
- Entity-based possession system enabling seamless transitions between entities with distinct control schemes (e.g., human character to turret with unique input sets).
- Performance & Development Velocity:
- Achieves 100-200x entity capacity compared to standard Unreal actor workflows with minimal computational overhead.
- Dramatically accelerates prototyping and iteration through visual editors and zero-boilerplate systems.
Game Implementation: Leveraging the Lumara Mass Entity framework, developing a full-featured game demonstrating production-ready systems:
- Inventory Management System:
- Single-trait implementation enabling any entity to support inventories.
- Local and global inventory support with equipment and slot management.
- Automatic attachment handling with slot-based input routing to equipped entities.
- Streamlined API for inventory operations via Blueprint and C++ calls.
- RTS Building & Upgrade System:
- Graph-based node editor for defining buildings, upgrades, and dependencies.
- Automatic in-game UI generation directly from graph structure.
- Level-specific tree configurations for tutorials or custom game modes with that allow for limited/customizable options.
- Dedicated subsystem for entity spawning and runtime management based on tree definitions.
. - Physics-Based Flight Model: Six degrees of freedom (6DoF) movement system with drag-and-drop setup from entity editor.
- Radar System: Drag-and-drop trait enabling per-entity radar with dedicated entity tracking and easy query interface for radar data.
- Health/Shield/Armor System:
- Modular drag-and-drop traits for flexible entity configuration (e.g., health + armor only, or full health/shield/armor).
- Automatic damage passthrough handling based on configurable instigator-side data.
- Physics-Based Asteroid System: Dynamic managed asteroid field with physics-driven interactions.
- Resource Management Systems: Currency manager with granular currency types; energy and fuel systems with per-entity tracking.
- Group-Based Power Grid: Entity-driven power generation and consumption with chainable power distribution for dynamic grid management.
- Physics-Based Rope System:
- Custom Verlet integration enabling dynamic attachment to physics objects with world interaction.
- Real-time wrapping around objects with dynamic tension pivots, proper pulling/resistance forces on attached entities.
- Configurable LOD system based on distance and total length for performance optimization.
- Supports large-scale ropes with accurate physics interaction and resting states with or without gravity.
- ECS-based implementation for efficient processing.
- Advanced Targeting System: Physics and velocity-based entity tracking for accurate long-distance auto-targeting with entity-based projectiles.
- RTS Map Interface: Top-down orthographic scrollable grid-based UI system for building placement and management with seamless 3D space integration.
Unreleased Xbox XNA Game (2009–2010)
Co-programmed core engine systems (camera, particles, collision, level/asset management, sprite, sound).
Built tools (asset builder, Maya-integrated level editor). Created art assets and co-designed a Maya modeling
+ automatic UV toolset.