Work / Games & Simulation

COLLAPSE

24-player falling-floor party game on a heap-scheduled tile engine where idle tiles cost nothing per tick.

Status
archived
Role
Solo: brief and direction; code generated by AI coding agents
Timeline
Sep 2026 →
  • Luau (strict)
  • Rojo
  • Roblox DataStoreService

TL;DR

  • The party-game build from my parallel agent run: a 24-player Roblox game where every step degrades the floor.
  • The core is a pure, instance-free state machine driven by a min-heap, so tiles nobody touches cost nothing per tick.
  • Generated on DeepSeek-v4-flash and GLM-5.3-flash from my brief. Never run in Studio.

How it works

Tiles move STABLE → CRACKED → CRITICAL → COLLAPSING → DESTROYED on config-driven timers held in a min-heap. Each transition is scheduled from the previous one’s scheduled time, not from when the server got around to it, so server jitter compresses the timeline instead of stretching it.

Contact detection skips Touched events: each character gets one GetPartBoundsInBox query at 10 Hz. The network surface is minimal, with two server-to-client remotes and none in the other direction. The arena is a procedural three-level reactor tower, and stalemates end with announced sector sweeps and radial collapse waves.

Scheduled transitions instead of per-tick polling → cost scales with active tiles, not arena size → the heap has to stay correct under every edge case, and it has never been measured in a live server.

Status

Archived as part of the pipeline experiment.

Verified numbers

MetricValueSource
Tile schedulingmin-heap of state-change timerslocal: COLLAPSE project, src/shared/TileStateEngine.luau:1-19
m.mittal
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