Game developer intern · Summer 2026

IronRotor

Navigation system

Or watch on YouTube.

Every active NPC runs its own pathfinding and raycast-based obstacle avoidance, on a staggered interval handed out by a universal manager. Staggering is what keeps the per-frame cost flat as the number of agents grows, instead of spiking whenever a crowd of them decides to replan on the same frame.

Destruction system

Or watch on YouTube.

Buildings come apart using pre-fractured meshes, with object pooling to avoid allocation spikes and LOD blending to keep distant debris cheap. The target was for several buildings collapsing at once to cost roughly what one does, so the frame rate holds at 60 during the moments the game is most worth watching.

Shared with permission from IronRotor.

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