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Roadmap: AgentSimMiddleware (Hybrid Architecture)

Phase 0: Research & Planning

  • Benchmark current C# GOAP + FSM implementation
  • Define API for C++ core simulation
  • Design SoA memory layout for agents, actions, and perception
  • Draft adapter API for Unity integration

Phase 1: Core Simulation (C++)

  • Implement Agent container and update loop
  • Implement GOAP planner (A* / backward-chaining)
  • Implement FSM execution engine
  • LOD manager for performance scaling
  • WorldState representation and perception queries
  • Multi-threading and memory pooling

Phase 2: C# Adapter & Engine Integration

  • Unity adapter for world snapshots → core simulation
  • AgentCommand retrieval and application to GameObjects
  • Debug visualization: LOD, current goals, FSM states
  • Sample scenes with hundreds of agents
  • Performance profiling tools

Phase 3: Optimization & Scaling

  • Fine-tune multi-threaded batch sizes
  • Cache-friendly data access patterns
  • Precompute planner heuristics and action costs
  • Integrate optional deterministic mode for multiplayer
  • Performance benchmarks: 500–2000 agents at 60fps

Phase 4: Cross-Engine Expansion

  • Unreal Engine adapter
  • Godot / Stride adapter (optional)
  • API unification for multiple engine adapters

Phase 5: Advanced Features

  • Hierarchical GOAP and behavior trees
  • GPU-accelerated perception queries
  • Advanced LOD tiers (cluster-level simulation)
  • Networked deterministic simulation