Timberborn Under the Hood: Column Water Simulation & Vertical Pathfinding

Timberborn Under the Hood: Column Water Simulation & Vertical Pathfinding

Engine & Tech Stack

  • Engine / language: Unity with C#.
  • Map representation: a 3D block and column terrain grid with real verticality, where structures stack and connect through platforms, stairs and levees.

Core AI & Decision Making

  • Beavers: a job and hauling system assigns work (gathering, building, operating machines) by priority and availability, and beavers path to worksites over walkable structures.
  • Dispatch: behaviour is priority-driven and economic rather than combat AI.

State Management & Data Architecture

  • Model: an entity and component approach on top of Unity, where buildings and beavers are entities with behaviour components.
  • Signature system: a dynamic water simulation. Water is tracked per column with flow and evaporation, driven by seasonal drought and wet cycles, plus badwater (contamination) that spreads and blocks farmland.

Tick Scheduling & Performance Tricks

  • Simulation cadence: water flow, contamination, plant growth and the dry and wet season cycle advance on the simulation tick, separate from render frames.
  • Speed control: game speed multiplies simulation steps per frame.

Pathfinding & Spatial Systems

  • Walkable graph: routing runs over the graph of paths, platforms and stairs on the block grid, so vertical connectivity, not open-field distance, is the real cost.
  • Rebuilds: the walkable network updates as players build up and across the terrain.

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