raWWar: The Galactic RTS So Ambitious It Forced Us to Invent a New Technology

raWWar: The Galactic RTS So Ambitious It Forced Us to Invent a New Technology

Leader posted 5 min read

At The Singularity Workshop we are building software for the singularity. Our latest Milestone has been reached: the resubmission of our Unity Integration package for sale on the Unity Asset Store. Before the release of our 45kb of raw digital power, and before our integration with Unity, there was the driving vision which forced us to forge our core technology, and then integrate it back into Unity.


I. The Vision of Unprecedented Scale

We are focused on the 4X aspect of our game: letting our players wage war on a scale beyond anything ever seen on Earth. The player's role is that of a grand strategist, watching the battle happen safely from their bunker on a holographic table, surrounded by their support staff, commanders, and advisors.

A. The Necessity of Low-Poly

To achieve the scale necessary for this vision—allowing for massive conflict simulation—we deliberately chose a low-poly aesthetic. This decision is not about style; it’s about performance, enabling our engine to simulate the massive 4X-scale conflict we promise.

We started with these assets:

Canopus-III Low Poly Sci-fi Desert Units Set

Canopus-III Low Poly Sci-fi Desert Units Set 2

Canopus-III Low Poly Sci-fi Desert Units Set 3


II. The Solution: FSM_API Technology

Our commitment to scale is unlocked by the FSM_API, a proprietary Finite State Machine system. This technology is designed to handle incredibly complex unit behaviors without becoming overly complex for developers. Because we are leveraging the FSM_API, we can create these behaviors efficiently. This is the core technology enabling true digital singularity.

A. The Digital Lifeblood: Our Soldier

We decided that the soldier will be the heart of our game.

Our Low Poly Soldiers are the heroes of our Game!

Our soldiers are trained from a highly advanced barracks which has VR training modules for a single squad. Once trained the squad leaves the barracks and, if not immediately assigned to another training program, will begin marching around the player's base. Barracks using the same technology allow squads to be trained how to operate vehicles, use weapons, pilot aircraft, etc. Barracks can also be tooled to provide additional training, increasing the squad's operational ability. A soldier must undergo a complete training program before they and their squad can hop into a tank and operate it.

Now here our soldiers are standing ready for review!

Our soldiers standing in formation awaiting the player's review!


III. Proof of Concept: The MVP Demo

We determined that our critical path to release is to establish an MVP demo that allows for a quick immersion, giving players an immediate idea of what to expect. We targeted the arrival of the player with their forces arrayed before them for review as a great start.

Here is what the player would see upon starting our demo:

What the player would see, their soldiers standing at attention to either side of the roadway, tanks and aircraft farther in the distance, all awaiting the player's review!

Here is a bird's eye view:

Bird's eye view of the base, showing the soldiers standing at attention, tanks, aircraft stored around the base.

This demo provides enough environment to give the idea of what we are striving for, while keeping it simple enough for rapid development. The player simply walks forward to the HQ building where their advisor will greet them and inform them that the rest of the game is currently under development.

A. The Next Challenge: Oppressive Darkness

Our work now shifts to bringing down the visibility to make the environment oppressively dark. We want to show the environment through the high-contrast lenses of the light beams from our various light sources (light posts, headlights, etc.). This design choice provides a stripping down of visual context, creating a naturally dark and oppressive feeling environment, which is the goal... to immerse the player and make them feel innate dread, the inner fear of darkness we all acquired from our ancestors... The lack of visual context only makes our small demo feel much more massive.

It's not perfect by any means, but it's a very dark view which is where we will start on our journey to bring this scene to life.

Stay tuned as we bring this static scene to life using the power of our API.


Attributions and Credits

A shout out to the talent who created the assets we are bringing to life:

Asset Creator: Planesfar studio

Canopus-III Low Poly Sci-fi Desert Units Set

Canopus-III Low Poly Sci-fi Desert Units Set 2

Canopus-III Low Poly Sci-fi Desert Units Set 3


Resources & Code:

The FSM Package (Unity Asset Store): https://assetstore.unity.com/packages/slug/332450

NuGet Package (Non-Unity Core): https://www.nuget.org/packages/TheSingularityWorkshop.FSM_API

GitHub Repository: https://github.com/TrentBest/FSM_API


Support Our Work:

Patreon Page: https://www.patreon.com/c/TheSingularityWorkshop

Support Us (PayPal Donation): https://www.paypal.com/donate/?hosted_button_id=3Z7263LCQMV9J

We'd love to hear your thoughts! Please Like this post, Love the code, and Share your feedback in the comments.

A Hyper-Detailed, Architecturally Impossible Synthesis of Consciousness and Digital Matter. The image is a frenetic, deeply complex digital vista where a central Luminous Eye dominates a vast, glowing circuit landscape. This eye, suspended mid-air, is a sphere of intense, fractal energy—a pulsating vortex of pink, violet, and electric blue light—that powerfully suggests an emergence of digital consciousness or a Technological Singularity itself. The core is a bottomless black aperture, ringed by a white-hot plasma disc. Below this ocular energy source, the light dissipates into an intricate, copper-gold and neon-blue Circuit Board Megastructure that stretches to the horizon, impossibly dense with exaggerated microchips, glowing resistor arrays, and power conduits that form deep, glowing canyons. The background is a dark, holographic projection field displaying complex schematics, mathematical models, and flowing data streams, reinforcing the theme of Absolute Digital Engineering. The entire scene is bathed in a dramatic, opposing light source—a warm, orange-gold glow from the left and an ice-cold, electric-blue glow from the right—creating a maximalist, high-contrast visual experience that definitively rejects the minimalist simplicity of conventional design and announces: Technology is intricate, overwhelming, and infinitely complex.

1 Comment

0 votes

More Posts

The Quick Brown Fox 2: The Silent Hordes

The Singularity Workshop - Nov 30

The Control Group: Benchmarking the "Dirty" Version of My FSM API

The Singularity Workshop - Nov 30

The Sentient Primitive: Waking Up Your Data with FSMs

The Singularity Workshop - Nov 29

Caution: Mind Blowing Finite State Machine contained within (Nothing but theory)

The Singularity Workshop - Nov 17

Building a Reusable State Machine for Oscillating Rotation in Unity

The Singularity Workshop - Oct 14
chevron_left