Raven Iron
Iron Cohort 22
All ProjectsVersion Prototype v0.8
In DevelopmentMultiplayer Warfare GameGodot 4 / C#C#

Iron Cohort 22

Dedicated-server massive multiplayer warfare engine in Godot & C#.

Platforms:Dedicated Server, Windows Client, Linux

Iron Cohort 22 is Raven Iron Games’ experimental massive-warfare multiplayer game and simulation engine built natively in Godot 4 and C#.

Designed to simulate massive medieval battlefield clashes with hundreds of synchronized soldiers on a single dedicated server instance, Iron Cohort 22 blends third-person commander action with real-time squad tactical formations and boid flocking mechanics.


Key Features

⚔️ Massive Cohort Tactical Formations

Command entire cohorts on the battlefield:

  • Commander & Lieutenants: Player controls the Commander (WASD) and issues formation orders to two sub-command Lieutenants in real time.
  • Dynamic Boid Grunt Flocking: Hundreds of formation soldiers dynamically flock, maintain formation spacing, avoid obstacles, and charge enemy ranks using custom boid algorithms.
  • Squad Command System: Number keys 1–4 command Lieutenant 1’s squad formations, while 5–8 command Lieutenant 2’s flank maneuvers.

🌐 High-Performance Batched Snapshot Netcode

Standard game engine object replicators struggle when simulating 500+ dynamic actors simultaneously. Iron Cohort 22 uses a custom binary codec (CohortSnapshotCodec.cs):

  • Flattens an entire cohort’s transforms (Commander, 2 LTs, all active grunts, formation states) into flat byte arrays once per tick.
  • Broadcasts a single batched unreliable UDP packet per cohort via NetworkBootstrap.ReceiveCohortSnapshot.
  • Eliminates per-node replication overhead and scales to massive battlefields.

🏛️ Dedicated Server Architecture

Single unified C# codebase supporting dual execution modes:

  • Headless Server: Runs lightweight headless physics and AI simulation (--headless -- --server).
  • Client Proxies: Clients send raw player inputs to the server and execute pure visual interpolation (lerping) against received snapshots via the INetworkedActor interface.

🏰 Procedural Castle Siege & CSG Collision

ProceduralEnvironment.cs cleanly separates deterministic ground and CSG castle wall colliders (executed synchronously on both server and client) from cosmetic visual decoration (skybox, fog, MultiMesh grass scattering, client minimap).


Technical Specifications

Parameter Detail
Engine / Runtime Godot 4.x / .NET 8 (C#)
Transport Layer Godot ENetMultiplayerPeer (Port 7777, 64 max players)
Netcode Architecture Server-Authoritative Batched UDP Snapshots
Actor Contract INetworkedActor (ServerPhysicsProcess / ClientPhysicsProcess)
Target Scale 500+ Sim-Actors per battlefield with procedural CSG fortifications
Development Status Dedicated server multiplayer foundation complete & smoke-tested

Controls & Quick Start

[Controls]
Movement: WASD
Lieutenant 1 Formations: 1 - 4
Lieutenant 2 Formations: 5 - 8
Camera / Minimap: Contextual Cohort Radar

Part of the Raven Iron Suite

Where The Crow Flies is designed to report combat events to dedicated servers running The Raven's Call.