Performance was optimized with a cache-friendly entity system, robust LOD techniques, and various extreme measures to avoid C# garbage collection.
Off-the-shelf and custom particle systems, shaders, post-effects and lighting are combined to achieve uniquely stylized visuals. Large desert environments are authored as sculpted meshes painted with a multi-layered deferred decal system. Vehicles are simulated in 2D using fixed point math and augmented with 'aesthetic physics' in the 3D presentation layer. Audiovisual presentation reacts to events and state changes output by the simulation. Deterministic simulation keeps multiplayer synchronized, as game state changes only in response to low bandwidth command inputs that are shared across the network. The presentation layer uses Unity graphics and input, but is fully decoupled from the game simulation, which runs on a separate C# thread. 'Homeworld: Deserts of Kharak' is a classic RTS game with hundreds of heavily armed vehicles battling it out across a hostile landscape. The Great Divide: Unique Visuals and Deterministic Gameplay in 'Deserts of Kharak' This companion application to Homeworld: Deserts of Kharak features detailed backstory and lore to the Homeworld: Deserts of Kharak Operation Khadiim. works fine in single player campaign mode, but when used in the singleplayer skirmish where you select AI units to fight it causes all carriers to blow up and end the game.