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2 repositorios

Awesome GitHub RepositoriesAttribute-Based Frameworks

Data-driven attribute systems that separate gameplay ability logic from character state management through configurable properties.

Distinct from Gameplay Extensions: Distinct from Gameplay Extensions: focuses on attribute-driven state management rather than general custom code extensions to an engine.

Explore 2 awesome GitHub repositories matching game development · Attribute-Based Frameworks. Refine with filters or upvote what's useful.

Awesome Attribute-Based Frameworks GitHub Repositories

Encuentra los mejores repositorios con IA.Buscaremos los repositorios que mejor coincidan usando IA.
  • vickscarlet/liferestartAvatar de VickScarlet

    VickScarlet/lifeRestart

    10,403Ver en GitHub↗

    lifeRestart is a life simulation game where players make sequential decisions that affect their character's future outcomes and final score. It utilizes a deterministic state machine and a stat-based character manager to track health, wealth, happiness, and relationships as they update dynamically based on in-game events. The simulation employs a seeded random number generator to ensure that identical sequences of player decisions produce reproducible outcomes. It features a reincarnation loop that allows players to start over after death, carrying over accumulated knowledge or meta-progressi

    Manages character attributes like intelligence and happiness through a data-driven attribute system.

    JavaScript
    Ver en GitHub↗10,403
  • tranek/gasdocumentationAvatar de tranek

    tranek/GASDocumentation

    5,620Ver en GitHub↗

    This is a documentation and sample project for learning Unreal Engine's Gameplay Ability System (GAS), focused on building networked gameplay abilities that synchronize correctly in a multiplayer environment. The project provides a step-by-step guide to implementing GAS, covering the core concepts of defining gameplay mechanics through a data-driven attribute system that separates ability logic from character state management. The documentation explores key architectural patterns for multiplayer ability design, including a predicted-action network model that uses client-side prediction and se

    Provides a data-driven attribute system that separates ability logic from character state management.

    C++
    Ver en GitHub↗5,620
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