Imagine you're playing against four AI opponents, each controlling hundreds of units. They need to decide when to attack, when to defend, when to retreat, and when to expand—all while the player is actively trying to destroy them. And they need to do this without lagging the game, even on modest har...
The Mission Framework provides a formal authoring layer for creating structured gameplay experiences in Standard of Iron. It separates playable maps from mission logic, allowing designers to create reusable missions and organize them into campaigns...
Picture this: you've got thousands of soldiers on screen, each with unique armor, weapons, and animations. Grass is swaying, rivers are flowing, and you need all of this running at 60 frames per second. How do you pull that off without your GPU catching fire...
This document explains how to set up macOS code signing and notarization for the Standard of Iron project...
This document describes the Windows code signing implementation for Standard of Iron...