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1. Current System Overview
The existing simulation operates on a grid-based coordinate system (×ばつ40) where entities ("blips") represent friendly units, enemy units, and objectives. Each entity is assigned a fixed health value, and interactions are resolved through direct commands specifying movement and target coordinates.
The system supports:
- 2D tactical visualization with indexed grid positions
- 3D terrain rendering (procedural elevation only)
- Basic simulation through coordinate-driven movement and attack resolution
- Static objective capture mechanics (progress-based)
While functional, the current model abstracts away most real-world dynamics, limiting realism and strategic depth.
2. Limitations of the Current Approach
Several structural constraints prevent the simulation from scaling into a realistic wargaming environment:
2.1 Grid-Based Coordinate System
- Discrete cells restrict movement and positioning
- No concept of real-world scale, distance, or orientation
- Limits integration with realistic terrain and physics
2.2 Lack of Semantic Terrain
- Terrain is purely elevation-based (mountains only)
- No differentiation between urban areas, roads, water, or cover
- 3D map is visual-only and not used in simulation logic
2.3 Abstract Entity Modeling
- All entities are treated uniformly (100 HP)
- No differentiation in unit roles, capabilities, or behavior
- Combat is deterministic and instantaneous
2.4 Instantaneous Simulation Resolution
- Commands resolve immediately without time progression
- No intermediate states such as movement, detection, or engagement phases
2.5 Simplistic Objective System
- Objectives rely on static capture mechanics
- No dynamic mission evolution or strategic variation
3. Transition to a Real-World Coordinate System
A foundational upgrade involves replacing the current grid-based coordinates with a continuous, real-world coordinate system.
Proposed Changes
- Use continuous spatial coordinates (latitude/longitude abstraction)
- Introduce real distance, direction, and scale
- Generate maps based on randomized coordinate regions instead of fixed grids
Impact
- Enables realistic movement, range calculation, and spatial reasoning
- Allows seamless integration of terrain, airspace, and maritime zones
- Removes artificial constraints imposed by discrete grids
4. Evolution of Map Generation
Current State
- Procedural generation produces only elevation (mountainous terrain)
Target State
Map generation evolves into a multi-layered world model:
4.1 Terrain Semantics
Each location includes:
- Terrain type (urban, plain, mountain, water)
- Elevation
- Movement cost
- Cover value
- Visibility modifiers
4.2 Environment Types
- Urban zones (dense structures, limited visibility)
- Open terrain (high visibility, low cover)
- Water bodies (naval domain)
- Roads (faster traversal)
4.3 3D Integration
- 3D map becomes a representation of simulation data, not just a visual mesh
- Urban environments initially approximated using simple structures before full modeling
5. Time-Stepped Simulation Architecture
The simulation will transition from instant resolution to a tick-based system.
Simulation Loop
Each time step processes:
- Unit state updates
- Movement progression
- Detection checks
- Engagement resolution
- Objective updates
Impact
- Introduces temporal dynamics
- Allows interruption, reaction, and emergent behavior
- Enables more realistic combat flow
6. Advanced Entity Modeling
Entities will evolve from abstract blips into stateful units with defined roles.
Enhancements
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Unit types (infantry, armor, recon, etc.)
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Attributes:
- Detection range
- Engagement range
- Mobility
- Behavior patterns
Combat Model Upgrade
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Replace simple HP with state-based damage:
- Active
- Damaged (reduced effectiveness)
- Destroyed
7. Detection and Engagement System
Combat will follow a structured pipeline:
- Detection (based on distance, terrain, and conditions)
- Targeting (line-of-sight and prioritization)
- Engagement (range, accuracy, weapon effects)
- Resolution (probabilistic outcomes)
Key Additions
- Line-of-sight constraints
- Terrain-influenced visibility
- Probabilistic hit and damage models
8. Environmental and Weather Systems
Environmental factors will directly influence simulation outcomes.
Parameters
- Weather (rain, fog, storms)
- Time of day (day/night cycles)
- Visibility range
Effects
- Detection degradation
- Movement penalties
- Accuracy variation
9. Objective and Mission System Redesign
Objectives will shift from static capture mechanics to dynamic mission-driven logic.
New Objective Types
- Area control
- Reconnaissance
- Escort and defense
- Target elimination
Enhancements
- Dynamic objective updates during simulation
- Contested zones and influence-based control
- Partial success and failure conditions
10. Multi-Domain Combat Expansion
The simulation will expand beyond land-based operations into a multi-domain environment.
Domains
- Land: terrain-aware movement and combat
- Air: altitude-based movement, large detection radius
- Naval: surface movement restricted to water
- Underwater: sonar-based detection, no line-of-sight dependency
Note
Multi-domain integration will be introduced incrementally, with land simulation fully stabilized first.
11. Simulation Lifecycle and Outcome Evaluation
The simulation will adopt a structured lifecycle:
- Initialization
- Active engagement
- Resolution
- Post-simulation evaluation
Outcome Metrics
- Objective completion
- Casualties and survivability
- Territorial control
- Operational efficiency
This replaces binary win/loss conditions with graded mission outcomes.
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Replies: 2 comments 4 replies
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@YTFL, when i have time will see if i can add these features as I am busy this weekend.
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You can take your time in adding them, there's no rush in immediate completion of the project
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Thanks @YTFL!
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Hi @YTFL, sorry for the huge delay, but I just had time to start working on this. My current estimated delivery date is mid-June.
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Alright, no worries!
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