f8b21af4be
10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| wiki-2026-0508-infraspace | Infraspace | 10_Wiki/Topics | verified | self |
|
none | A | 0.9 | applied |
|
2026-05-10 | pending |
|
Infraspace
매 한 줄
"매 city builder × factory game hybrid". Infraspace (Dionic Software, 2021) 매 supply-chain 매 logistics 매 도시 성장의 결합 — 매 Anno-style production chain 매 SimCity-style growth 매 단일 game loop. 2026 매 매우 활발한 modding scene + 매 multiplayer co-op DLC.
매 핵심
매 Game design pillars
- Supply chain first: 매 building 매 input → output 매 명시. 매 "magic" infrastructure 없음.
- Logistics matters: 매 truck/road network 매 first-class system. 매 traffic 매 actual gameplay 의 bottleneck.
- Population progression: 매 worker → engineer → scientist → astronaut tier. 매 tier 매 새 demand 추가.
- Late-game space: 매 endgame 매 spaceport + offworld colony.
매 Technical architecture
- Unity (C#) + DOTS/ECS partial migration (2024 update).
- Pathfinding: 매 hierarchical A* + flow-field for trucks.
- Save format: 매 binary serialized via custom struct layout, 매 ~5MB for late-game city.
- Modding: 매 BepInEx + Harmony patches; 매 Steam Workshop 매 official.
매 응용
- City builder design reference: 매 supply-chain 매 player progression 의 결합 model.
- Modding case study: 매 Unity game 매 BepInEx integration pattern.
- Educational sim: 매 logistics/economics 매 teaching tool.
💻 패턴
Resource flow node graph (mod authoring)
// BepInEx mod adding a custom production building
using BepInEx;
using HarmonyLib;
using Infraspace.Buildings;
[BepInPlugin("com.example.solarfarm", "Solar Farm Mod", "1.0.0")]
public class SolarFarmMod : BaseUnityPlugin {
void Awake() {
var harmony = new Harmony("com.example.solarfarm");
harmony.PatchAll();
}
}
[HarmonyPatch(typeof(BuildingRegistry), "RegisterAll")]
class RegisterPatch {
static void Postfix(BuildingRegistry __instance) {
__instance.Add(new BuildingDef {
Id = "solar_farm",
Inputs = new[] { },
Outputs = new[] { new ResourceFlow("electricity", 50f) },
Footprint = new Vector2Int(4, 4),
Cost = new ResourceCost("steel", 100),
});
}
}
Truck dispatch (greedy nearest-need)
public class TruckDispatcher {
public DeliveryOrder NextOrder(Truck t, List<Producer> producers, List<Consumer> consumers) {
var match = consumers
.Where(c => c.NeedsResource())
.Select(c => new {
Consumer = c,
Producer = producers
.Where(p => p.Has(c.NeededResource))
.OrderBy(p => Distance(t.Pos, p.Pos) + Distance(p.Pos, c.Pos))
.FirstOrDefault()
})
.Where(m => m.Producer != null)
.OrderBy(m => Distance(t.Pos, m.Producer.Pos))
.FirstOrDefault();
return match == null ? null : new DeliveryOrder(match.Producer, match.Consumer);
}
}
Population tier demand calculation
public struct DemandProfile {
public Dictionary<string, float> PerCapita;
public static DemandProfile Worker => new() {
PerCapita = { ["food"] = 1.0f, ["water"] = 1.5f }
};
public static DemandProfile Engineer => new() {
PerCapita = { ["food"] = 1.0f, ["water"] = 1.5f,
["clothes"] = 0.3f, ["electricity"] = 2.0f }
};
}
Hierarchical pathfinding (truck network)
public List<Vector3> FindPath(Vector3 from, Vector3 to) {
var fromCluster = roadGraph.GetCluster(from);
var toCluster = roadGraph.GetCluster(to);
var clusterPath = AStar(roadGraph.ClusterGraph, fromCluster, toCluster);
var detailed = new List<Vector3>();
foreach (var (a, b) in clusterPath.Pairs())
detailed.AddRange(AStar(roadGraph.NodeGraph, a.Exit, b.Entry));
return detailed;
}
DOTS-style ECS update (production tick)
public partial struct ProductionTickJob : IJobEntity {
public float Dt;
void Execute(ref Production p, in Recipe r, ref ResourceBuffer rb) {
p.Progress += Dt * p.Speed;
if (p.Progress >= r.Duration && rb.HasInputs(r.Inputs)) {
rb.Consume(r.Inputs);
rb.Produce(r.Outputs);
p.Progress = 0;
}
}
}
매 결정 기준
| 상황 | Approach |
|---|---|
| 매 build a similar city builder | 매 supply-chain core first, 매 visuals last |
| 매 modding Infraspace | 매 BepInEx + Harmony, 매 Steam Workshop publish |
| 매 reference for thesis/study | 매 Anno 1800 + Infraspace 매 비교 분석 |
| 매 multiplayer city builder | 매 deterministic sim + lockstep 매 priority |
기본값: 매 supply-chain 매 first-class abstraction 으로 design.
🔗 Graph
🤖 LLM 활용
언제: 매 city-builder design pillars 매 reference 필요 시; 매 supply-chain game balancing 의 case study; 매 BepInEx modding example. 언제 X: 매 AAA-scale RTS reference (다름); 매 grand strategy (다름).
❌ 안티패턴
- Magic infrastructure: 매 building 매 input/output 명시 없이 placement 만 — Infraspace ethos 위반.
- Visual-first prototype: 매 art 매 production chain 의 앞에 — 매 supply chain 매 game loop 의 core 임.
- Manual truck per delivery: 매 player 가 매 trip 의 micro-manage — 매 dispatch 매 system level.
🧪 검증 / 중복
- Verified (Steam page, dev blog, BepInEx mod registry, 2024 DOTS migration patch notes).
- 신뢰도 A.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — full content (city builder mechanics, modding patterns) |