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Autonomous Codex Engine | Generated from project knowledge
Deterministic Browser MMORPG Engine
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.
| 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 |
| 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 |
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
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
- 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
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
| 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 |
| 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/ |
- Small PRs only — Changes should be focused and reviewable
- Determinism first — New simulation code must pass ARE gate
- Test coverage — Add tests for new systems
- Documentation — Update wiki when changing systems
- No lockfile churn — Keep PRs focused
See: docs/AGENT_FEATURE_PR_POLICY.md
# Setup
pnpm install
# Development
npx tsx server/src/index.ts # Start server with Vite middleware
# Build
pnpm run build
# Test
pnpm run testStatus: Living Wiki — Auto-generated from project knowledge Last Updated: 2026-06-26 Version: 1.0.0
Areloria WASD — Deterministic Browser MMORPG Engine
Auto-generated by Areloria Codex Engine | 2026-06-26
Status: Living Wiki | Sync: Autonomous Codex Engine