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FORENSIC AUDIT // IRON-CLASH-TACTICS
Tactical Turn-Based Mech SimulatorSteam Early AccessTimeline: 14 Weeks · Lead Gameplay Programmer & Systems Architect

Iron Clash: Tactics Arena

Hexagonal grid deterministic combat simulation featuring modular mech loadouts, destructible cover, and custom AI behavior trees.

TARGET FRAME RATE120 FPS LockedValidated on Steam Deck OLED & PC
COMBAT GC ALLOC0 Bytes/FrameZero runtime garbage collection pauses
HEX PATHFINDING0.18ms A*Pre-allocated flat array path calculation
SIMULATION MODELDeterministicExact lockstep multiplayer replay engine
Executive Overview

Iron Clash is a gritty tactical turn-based arena battle game where players orchestrate custom walking battle mechs across destructible dystopian arenas with real-time ballistic trajectory simulation and heat dissipation management.

Core Engineering Challenge

Turn-based tactical games often suffer from hitching and micro-stutters when calculating AI pathfinding across dense 3D hex grids with destructible terrain, breaking player immersion.

Distributed Node Topology

Data pipeline flow and computational delegation across system layers:

NODE 01Unity Burst Compiler + C#
Hex Grid Kernel
Flat array spatial graph & sightlines
NODE 02C# Job System
Combat AI Engine
Utility scoring & Monte Carlo decision tree
NODE 03Analytical Physics Math
Ballistics Solver
Deterministic trajectory ray interception
NODE 04FMOD Studio Spatial
Audio Engine
Positional mech hydraulic servos & explosions
Architectural Strategy

Built with Unity DOTS (Entities + Burst Compiler) for turn evaluation and a custom object pooling architecture that guarantees zero runtime heap allocations during combat turns. All trajectory physics are mathematically solved analytically rather than using non-deterministic PhysX colliders.

Architectural Engagement

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