What is this

A hundred thousand doggies with roles, fights, trails, houses and a cat, simulated in plain C# with Burst and Jobs and without an ECS framework. The point: for a game with a known set of unit kinds the complexity moves one layer down and is written once, and the gameplay code stays simple. Built step by step, each step a commit with a problem, a solution and a measurement; the code, the plan and the numbers are on GitHub.

Controls

Scenes

bosch
The opening scene: blood, wars, hunger, and a cat that grows on what it crushes and goes off to sleep after a rampage. The measurement runs here.
anthill
An ant farm: a few fat flower patches far from the houses, and trails that grow into highways across the whole map. No cat, no match-3.
light and dark
Two factions with a hero each, the archangel and the demon, roles split by side, and a guardian cat at each house: tough, fast to pounce, the dark one breathes fire. A pure battle: no flowers, no balls, no match-3, and the side that bites the other out wins.
woodstock
Peace and harmony: nobody barks, hippies gift their flowers to anyone with an empty mouth, several harmless cats sow patches wherever they nap, and the gardens stand away from the houses, where three flowers of a colour merge into the next one.
raid
Doggies against a boss: a big fire-breathing cat kept to the top of the map on scorched earth, with its kittens. The cat can be bitten, tanks kick balls into it; killed, it leaves and comes back a level stronger.
asylum
Roles handed out at random, giant flowers hopping around and dropping kittens, flowers that poison, enrage or turn the picker, a rain of balls that sends everyone berserk, and gardens where merged rows spawn kittens.
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