Tech
How Airtime works under the hood: the map format, the engine, replays and timing.
| File | What |
|---|---|
| map.md | The map format: an exact collision layer and a modern visual layer |
| engine.md | The architecture: the exact simulation core under a modern engine (Bevy or Godot) |
| replay.md | Replays: what they hold, how they are checked, played and shared |
| timing/ | Timers: start, stop, cancel, checkpoints, filters, the clock, results |
Ground rules for all of it#
- The physics is exact. Collision and movement are Urban Terror 4.3.4, bit for bit. Every other move (gravity zones, jetpacks, wall-runs, …) builds on the same core, and each board belongs to exactly one rule set, so times with different rules never mix.
- Inputs are the truth. A run is its inputs. The same inputs through the same map and rules give the same result on every machine and every platform, bit for bit. That includes everything else in the simulation: movers, enemies, and every shot, the player's or an enemy's.
- Everything is versioned. Map, rules and game build are part of every result.
- Classic content keeps working. UrT maps (BSP) and demos stay playable, and maps that stay within UrT's rules can be exported back.