CURRENT TWENTY-UNIT HUMAN VS MONSTER UPDATE
Version 1.3 adds 20 distinct unit types to the Castle Siege demonstration: ten Human Alliance units and ten Monster Horde units. The roster now spans infantry, ranged units, cavalry, siege units, spellcasters, monsters, demons, a golem and an Elder Dragon.
Each unit has its own composition of model, stats, animation sets, traits, abilities and combat role. The expanded authoring workflow is designed so developers can compose new soldiers, heroes, siege units and creatures without turning every new unit into a new framework subsystem.
The update also improves first-battle startup for very large encounters.
Version 1.2 added the Automatic Cinematic Camera and clean recording mode.
Mass Battle Framework moves crowd simulation, targeting, combat, animation, projectiles, LOD selection and hit presentation onto the GPU so developers can build armies without a GameObject, Animator, Rigidbody or Canvas per unit.
The included Direct Battle and Castle Siege Demos cover large fixed formations, damageable strategic bases, runtime reinforcement rows, symmetric GM panels, spectator-camera controls and adjustable simulation speed. A recorded Castle Siege run deploys more than 200,000 units over time and captures about 182,000 living units on the publisher's machine. This is demonstration evidence, not a universal performance promise.
KEY FEATURES
• Twenty distinct Human Alliance and Monster Horde unit definitions with individual models, stats, animation sets, traits, abilities and combat roles.
• Unified GPU Melee, Archer, Catapult, Cavalry and Dragon simulation.
• Configurable Cavalry charges, survivor knockback, lethal fake-ragdoll reactions and detachable lance presentation.
• Ground/Air combat domains, Terrain-relative flight and non-homing Dragon fireballs with bounded AOE.
• Physical non-homing ballistic arrows with swept GPU collision.
• Fixed-impact Catapult shells with bounded AOE, falloff, trails and impact bursts.
• GPU fake-ragdoll death presentation with Terrain bounce and detachable weapons.
• GPU damage flash, raised wounded-unit health bars and corpse fade.
• 1–8 synchronized Attack variants per model.
• Four animated LOD levels targeting 100%, 50%, 10% and 5% triangle detail.
• Compatible Mesh and animation-resource sharing, including reusable weapon attachments.
• Directional 32-layer targeting and body-collision masks.
• Terrain height sampling, strategic bases, asynchronous snapshots and large-map movement.
• Smooth animation transitions, combat locking, blocked-unit idle settling and randomized movement speed.
• Model-baking tools, readable source, public APIs, two complete Demos and documentation.
• Capacity architecture configurable up to 1,000,000 entity slots. Practical visible counts and frame rate depend on hardware, scene content, resolution and project settings.
THE PRODUCTION CONNECTION
Mass Battle Framework is developed from the same production code line used by my ongoing large-scale battle game:
https://x.com/23DwMeSz0W64139/status/2090466970013757501?s=20
Current Castle Siege / artillery demonstration:
Current Cavalry charge / flying Dragon update:
Sales help fund continued development of that game. Reusable production improvements are refined, documented and synchronized back into the commercial framework where appropriate.
The current early-supporter base price is USD 29.99. Regional taxes and local pricing may vary. Existing customers receive future updates to this product without buying it again.
Planned directions include a more complete large-scale battle gameplay sample targeting the existing one-million-slot capacity architecture, expanded mounted and aerial combat, more siege logic, skills and effects, and reusable patterns for strategy games, large-scale battle games, bullet-heaven games and stream-interactive projects. Roadmap items describe current intentions and are not guaranteed delivery dates. Please purchase based on the included feature set.
VERIFIED BASELINE
• Unity 6000.1.4f1
• Universal Render Pipeline 17.1.0
• Windows DirectX 11
• Compute Shader, indirect drawing and AsyncGPUReadback support required
SUPPORT
Use the Fab publisher contact channel for support.