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