World Generation

The game takes place inside an infinite procedural megastructure generated in real-time from a single world seed (0x4B4F4348). Every cell, wall, bridge, window, spire, and decorative element is derived deterministically from world-space coordinates.

ZeroBytes Family Apache 2.0

Koch Megastructure

ParameterValue
Cell Size512 world units
Gap Between Cells96 units
Stride (Cell + Gap)608 units
Draw Distance3 cells (~1,824 units)
Max Cached Cells160 (LRU eviction)
LOD Levels3 (far/medium/full detail)

Biome System (5 Types)

Each region is classified into one of 5 architectural biomes via dual coherent noise fields.

BiomeCharacterHeightKoch MultWindowsSpires
INDUSTRIALDense mechanical, factory panels0.7-1.0x1.06x3None
CATHEDRALMassive stone arches, vaulted1.5-2.5x0.64x2Up to 3
CRYSTALFaceted, sharp geometric0.9-1.2x0.3NoneUp to 5
COLLAPSEDRuined, debris-filled0.5-1.0x2.5NoneNone
TRANSITDense corridors, piping0.4-0.6x0.88x4None

Foam Bubble Topology

Solid/void space is determined by a two-field system. A macro void field carves large caverns (field > 0.55 = always empty). A meso field fills shell zones at ~50% density, creating natural cavern networks with thin structural shells.

ZeroStructureMask (Void Pockets)

Points of Interest are placed by carving rectangular void pockets from the megastructure. Each registered site suppresses Koch mesh generation and collision within a configurable cell radius, creating clean flyable volumes for stations and objectives.

ZeroStructure Mask Apache 2.0

POI Stations (GLTF Models)

Friendly

Node Station

Neutral hub structure rendered at 40x scale from poi-node-01.gltf.

Enemy

Fortress

Mini-boss headquarters from poi-fortress-01.gltf.

Enemy

Stronghold

Enemy wing base from poi-stronghold-01.gltf.

Collision System

Players and entities collide with solid megastructure cells via AABB resolution. The system checks a 3x3x3 neighbourhood around the entity and pushes out along the shallowest penetration axis ("slide along walls"). Void pockets are excluded from collision.

Ship Models

ShipModelScale
Fleet Carrierfleet-carrier-001.gltf20x
Goon Frigategoon-frigate-001.gltf20x

Capital Ship Movement

Capital ships are not static — they move through the megastructure during gameplay.

Fleet Carrier — UNF ALBATROSS

The carrier cruises at 2 u/s along the X axis, height-locked to Y=2900 with no rotation. A stable mobile platform. The 500-unit defense zone and extraction point track the carrier's live position in real-time via WorldState.carrierPosition.

ParameterValue
Cruise Speed2 u/s (X axis)
Height LockY = 2900
RotationNone (stable platform)
Defense Zone500 units radius, follows carrier

Goon Frigate — Orbital Escort

Frigates orbit the carrier at 600-unit radius using tangent vector movement, height-locked to carrier +50. They serve as mobile enemy spawn platforms.

ParameterValue
Orbit Radius600 units
Height OffsetCarrier + 50
Reinforcement Spawn3-5 enemies (1 bomber + fighters) every 120s
Retreat TriggerPlayer within 300 units