Work / Games & Simulation
COLLAPSE
24-player falling-floor party game on a heap-scheduled tile engine where idle tiles cost nothing per tick.
- 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
| Metric | Value | Source |
|---|---|---|
| Tile scheduling | min-heap of state-change timers | local: COLLAPSE project, src/shared/TileStateEngine.luau:1-19 |