Preface
1.
Introduction
2.
Project Overview
3.
Getting Started
3.1.
Installation
3.2.
Running an example
3.3.
Creating a new scenario
4.
Basic Concepts
4.1.
Entities and components
4.2.
Addresses and variables
4.3.
Simulation model
4.4.
Logic processor
4.5.
Clients, servers and services
4.6.
Persistence and snapshots
4.7.
Dynamic distribution and scaling
5.
Anatomy of a Project
5.1.
What is a scenario
5.2.
Dividing things up into modules
5.3.
Automated experiments
6.
Runtime's Machine
6.1.
State machine extravaganza
6.2.
Error handling
6.3.
Let's build a simple agent-based simulation
7.
Working with the command line
7.1.
Interactive simulation runner
7.2.
Querying data
8.
All About Synchronization
8.1.
Triggering action with events
9.
Understanding Services
9.1.
Querying the server
9.2.
Managed vs unmanaged
9.3.
Let's build a game engine service (Unity3D)
10.
Advanced Topics
10.1.
Custom workers
10.2.
Custom network transports and topologies
Coal
(default)
Rust
Light
Navy
Ayu
The Outcome Project Book
Component-bound state machines