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
| Parameter | Value |
|---|---|
| Cell Size | 512 world units |
| Gap Between Cells | 96 units |
| Stride (Cell + Gap) | 608 units |
| Draw Distance | 3 cells (~1,824 units) |
| Max Cached Cells | 160 (LRU eviction) |
| LOD Levels | 3 (far/medium/full detail) |
Each region is classified into one of 5 architectural biomes via dual coherent noise fields.
| Biome | Character | Height | Koch Mult | Windows | Spires |
|---|---|---|---|---|---|
| INDUSTRIAL | Dense mechanical, factory panels | 0.7-1.0x | 1.0 | 6x3 | None |
| CATHEDRAL | Massive stone arches, vaulted | 1.5-2.5x | 0.6 | 4x2 | Up to 3 |
| CRYSTAL | Faceted, sharp geometric | 0.9-1.2x | 0.3 | None | Up to 5 |
| COLLAPSED | Ruined, debris-filled | 0.5-1.0x | 2.5 | None | None |
| TRANSIT | Dense corridors, piping | 0.4-0.6x | 0.8 | 8x4 | None |
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.
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
Neutral hub structure rendered at 40x scale from poi-node-01.gltf.
Mini-boss headquarters from poi-fortress-01.gltf.
Enemy wing base from poi-stronghold-01.gltf.
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 | Model | Scale |
|---|---|---|
| Fleet Carrier | fleet-carrier-001.gltf | 20x |
| Goon Frigate | goon-frigate-001.gltf | 20x |
Capital ships are not static — they move through the megastructure during gameplay.
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.
| Parameter | Value |
|---|---|
| Cruise Speed | 2 u/s (X axis) |
| Height Lock | Y = 2900 |
| Rotation | None (stable platform) |
| Defense Zone | 500 units radius, follows carrier |
Frigates orbit the carrier at 600-unit radius using tangent vector movement, height-locked to carrier +50. They serve as mobile enemy spawn platforms.
| Parameter | Value |
|---|---|
| Orbit Radius | 600 units |
| Height Offset | Carrier + 50 |
| Reinforcement Spawn | 3-5 enemies (1 bomber + fighters) every 120s |
| Retreat Trigger | Player within 300 units |