Quark utilizes special physics where objects copy the forces that have been applied to other objects.
A player can copy Torque to roll a ball, or turn a platform. Velocity is copied to create moving platforms or turn objects into projectiles.
This entanglement can be a chain where multiple objects copy one another to share the original velocity,
The enemies in Quark use a state machine to switch between following waypoints and attacking the player.
Waypoints are created and then the waypoint manager will iterate through each waypoint finding and assinging nearby waypoints to create a network of waypoints to visit. This gives enemies a route through the map.
Unity's NavMesh was then used to have enemies navigate between waypoints and towards the player.
Spright combines 2d and 3d graphics. To create an accurate but optimized line of sight system, each object has points of visibilty, generally around their edges that checks for line of sight.
In this case, the edge of one player can detect the edge of another player as opposed to using the center of mass. This was necessary as there were times opponents should be able to see each other but using the center would cause thin windows.
Utilizing Mirror as the networking solution, you could send real time updates of the position of each transform. However spright uses another method to synchronize the movement of pieces.
As the player draws on the screen, a series of waypoints recording the draw in saved and sent to each device. After the move is sent a command to play out the movement along the line is shared, this allows the clients to stay synchronized and see the same movement.
The end position of the move is also broadcast as a way to synchronize after the move completion in case the move ends early or the player collides with another game object.