- 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
- 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
- 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
- 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
- Unreal Engine adapter
- Godot / Stride adapter (optional)
- API unification for multiple engine adapters
- Hierarchical GOAP and behavior trees
- GPU-accelerated perception queries
- Advanced LOD tiers (cluster-level simulation)
- Networked deterministic simulation