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Areloria WASD — Living World Wiki

Autonomous Codex Engine | Generated from project knowledge

Deterministic Browser MMORPG Engine


Vision

Areloria is a deterministic browser MMORPG built around a 10Hz logic engine, autonomous NPC society, procedural world growth and the ARE Logic simulation model.

The world is designed to feel inhabited rather than scripted. NPCs are future citizens, workers, traders, political actors, enemies, allies, and memory-bearing participants in a simulated civilization.


Core Pillars

Pillar Description
Deterministic 10Hz Simulation Server tick at 100ms intervals, every state reproducible
Browser-First MMORPG Three.js/WebGL and PixiJS clients, no installation
Autonomous NPC Society Memory, trade, politics, governance, rebellion
Procedural World Expansion Chunk-based streaming, emergent settlements
Self-Healing Infrastructure AST repair, runtime integrity guards
ARE Kernel / Ouroboros Loop Axiomatic rule system for bounded emergence

Start Here

Quick Path Page Description
Quick Start README.md Setup and first steps
Gameplay docs/GAME_DATA_MANIFEST.md Core gameplay systems
Architecture docs/ARCHITECTURE_NOTE.md System architecture
NPC Society docs/NPC_SYSTEM.md Autonomous NPCs
World Generation docs/WORLD_GENERATION.md Procedural world
Deployment DEPLOYMENT.md VPS and Docker deploy
Roadmap docs/ROADMAP_TO_RELEASE.md What's next
Glossary Glossary Key terms

Technical Architecture

CLIENT LAYER
  3D Client (Babylon.js) | 2D Client (PixiJS v7 + React)

TRANSPORT LAYER
  WebSocket (ws)

SERVER LAYER (10Hz)
  WorldTick (100ms tick) | ARE Determinism Gate

PERSISTENCE LAYER
  Supabase/PostgreSQL | Redis (optional) | JSON Fallback

Key Systems

ARE Logic Core

The Authentic Reality Emancipation (ARE) logic model governs:

  • Deterministic time (AREClock)
  • Deterministic randomness (ARERng)
  • World pressure and causal mutation
  • Region and chunk rule enforcement
  • Oracle/brain interpretation

See: ARE-Logic-Core | ARE-Erdos Attractor Model | Determinism

World Simulation

  • 10Hz Tick Loop — Every 100ms, the server advances simulation state
  • Observation-Driven — Unobserved regions sleep or decay
  • Protected Structures — Player-built content is protected by default
  • Manifest System — Deterministic state hash chain for client sync

Autonomous NPCs

NPCs can:

  • Remember local events and player actions
  • Trade and price goods based on scarcity
  • Participate in politics, elections, wars
  • Found or join settlements
  • Rebel against oppressive rulers

Documentation Map

Core Documentation

Area File Purpose
Project Status docs/PROJECT_STATUS_2026.md Current implementation state
Agent Rules AGENTS.md AI agent guidelines
Determinism docs/ARE_DETERMINISM_CLASSIFICATION.md Determinism requirements

Gameplay Systems

System Status Key Files
Combat Implemented server/src/modules/combat/
NPCs Implemented server/src/modules/npc/
Inventory Implemented server/src/modules/inventory/
Quests Implemented server/src/modules/quest/
Crafting Implemented server/src/modules/crafting/
Warfront Implemented server/src/modules/warfront/

Contributing

  1. Small PRs only — Changes should be focused and reviewable
  2. Determinism first — New simulation code must pass ARE gate
  3. Test coverage — Add tests for new systems
  4. Documentation — Update wiki when changing systems
  5. No lockfile churn — Keep PRs focused

See: docs/AGENT_FEATURE_PR_POLICY.md


Quick Reference

# Setup
pnpm install

# Development
npx tsx server/src/index.ts  # Start server with Vite middleware

# Build
pnpm run build

# Test
pnpm run test

Status: Living Wiki — Auto-generated from project knowledge Last Updated: 2026-06-26 Version: 1.0.0

Areloria WASD Codex

🎯 Vision and Theory

⚙️ Core Systems

🎮 Gameplay

🎨 Assets and Client

📋 Meta


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