Summary
In this chapter, we introduced you to the experimental yet highly powerful Mass framework. Starting from the basics, we presented the plugins that make up the whole system. After that, we created a couple of working examples that take advantage of Mass: a simple debug scenario for checking Mass Spawner and a more complex one to get a strong grip on how traits can be combined to handle high numbers of entities.
Using this framework is particularly beneficial in scenarios that require the simulation of crowds, physics interactions, and dynamic entity management. So, if your game needs these types of features, you will highly benefit from using Mass.
In the next – and last – chapter, we will show you another feature that will provide a way to handle and manage various activities and interactions for both AI characters and players. Get ready for an intriguing exploration as things are about to get even more interesting!