ZeroFamily Systems

Every procedural system in REACT-ACE-2 MEGA shares the same ZeroBytes hashing foundation. All produce identical output for identical input — no Math.random(), no network, no database. The position IS the seed.

Core Principle

Given any world-space coordinate (x, y, z) and a salt value, the hash function posHash(x, y, z, salt) returns a deterministic 32-bit unsigned integer in O(1) time. Every game system derives its properties from chains of these hashes, creating an infinite, reproducible universe from a single seed.

System Catalog

All components released under Apache 2.0 license.

SystemDomainKey FunctionRepository
ZeroBytesPosition hashing foundationposHash(x, y, z, salt) → uint32GitHub
Zero-FieldCoherent noise fieldscoherent(x, y, z, salt, octaves)GitHub
Zero-GraphBridge connectivitypairHash(a, b, salt) symmetricGitHub
Zero-QuadPair propertiesFacade alignment, arch triggersGitHub
Zero-CubicTriple-point hashingtripleHash(a, b, c, salt) fully symmetricGitHub
ZeroCoverCombat AI coverLOS traversal + relocationGitHub
ZeroQuestProcedural missionsgenerateQuest(x, y, z)GitHub
ZeroVoiceSpeech synthesisxxHash64 → voice derivationGitHub
ZeroSoundsProcedural audioHash → waveform, envelopeGitHub
ZeroBumpShader texturesGLSL Koch noise perturbationGitHub
ZeroTreeSkill progressionFNV-1a → node types, statsGitHub
ZeroExplosionVisual effectsresolveExplosion(x, y, z)GitHub
ZeroStructureMaskWorld editingquerySiteMask(cx, cy, cz)GitHub
ZeroResponseProcedural textTemplate + pool selection via hash, O(1)

Additional Tools

ToolDescriptionRepository
TINSREADME-driven AI code generation methodologyGitHub
CellShadingHeadless NPR shading modes for R3FGitHub
MusicManagerAdaptive music with Howler.js crossfadingGitHub
PolyForgeLow-poly ship designer with socket editorGitHub

The Five Laws of ZeroBytes

Law 1 — O(1) Access

Any property of any entity at any position can be computed in constant time from its coordinates alone.

Law 2 — No Stored State

The world requires zero persistent storage beyond player choices. The universe exists implicitly in the hash functions.

Law 3 — Determinism

Same inputs always produce same outputs. No Math.random(), no timestamps, no network. Reproducible on any machine.

Law 4 — Spatial Coherence

Nearby positions produce related but distinct values. Biomes, explosion intensities, and voice timbres vary smoothly across space.

Law 5 — Hierarchical Derivation

Complex properties derive from simple seeds through chains of hash operations: position → region → cell → face → vertex.

Hash Pipeline Example

How an explosion is resolved from world coordinates:

StepOperationOutput
1posHash(wx, wy, wz, SALT_SIZE)Size multiplier (0.8–1.2)
2posHash(wx, wy, wz, SALT_COLOR)Core + fire colour selection
3posHash(debrisSeed, i, 0, 0) per pieceDebris scale X/Y/Z
4posHash(wx, i, wz, SALT_ARC) per pieceArc angle, elevation, speed
5posHash(as1, i, 3..5, 0) per pieceRotation speeds X/Y/Z

All 5 steps execute in microseconds. The same world position always produces the same explosion with the same debris trajectories.

World Seed

The fundamental world seed is 0x4B4F4348 ("KOCH" in ASCII). The ZeroTree seed is 0x5B455254 ("ZERO"). Both are fixed constants — all players see the same world and the same skill tree.