Modern city district undergoing large-scale structural destruction

EVERYTHING CAN CHANGE

REAL PHYSICS.
REAL WORLDS.
DESTRUCTION
DOWN TO THE
CENTIMETER.

A browser-native world engine built around persistent physical state: structures collapse, vehicles deform, materials react, terrain changes, and damage remains.

Browser-nativePersistent worldsMaterial-awareAdaptive precision

ENGINE PROOF

NOT JUST CONCEPT ART ANYMORE.

The new direction is grounded in systems already measured in the engine, not only aspirational screenshots.

1 CMstandard solid-object destruction authority
200Kobject-scale stress scenes already tested
65 KMlarge-world precision regression tested
COWpersistent per-instance damage without copying whole assets

ONE WORLD · MULTIPLE REPRESENTATIONS

The cheapest valid representation wins.

Far objects can be joined cards. Mid-range objects can use depth-aware cards. Close objects use optimized visual meshes. Underneath, the physical core stays authoritative for damage, support, queries and fragments.

  • Visible holes map back to physical damage.
  • Intact objects share definitions; damaged instances diverge cheaply.
  • Fragments remain real physical objects and collide with the world.
  • Damage persists and can be replayed deterministically.

OWNER PLAYABLE MILESTONE

THE MODERN DESTRUCTION DISTRICT.

The first playable world should be a compact modern district designed to break every system at once.

PISTOLRIFLESHOTGUNMELEEGRENADEVEHICLE IMPACTSTRUCTURAL CHARGERESET ZONE

EVERYTHING REACTS

A WORLD OF CONNECTED SYSTEMS.

Some of these are already deep in integration. Others are clearly marked as the next world-system layers.

DestructionIN ENGINE

FULLY DESTRUCTIBLE

Local damage, structural support, detachment, persistent fragments and material-aware wounds.

ConstructionBUILDING

BUILD ANYTHING

Creator-first construction and reusable world pieces built on the same physical rules.

Massive worldIN ENGINE

MASSIVE WORLDS

Regioned authority, large-world coordinates, camera-relative rendering and aggressive batching.

FireROADMAP

FIRE & THERMAL

Heat, burning, melting and structural weakening built on top of the material response system.

WaterROADMAP

REAL-TIME FLUIDS

Floods, leaks and moving water that interact with terrain, structures and debris.

WeatherROADMAP

DYNAMIC WEATHER

Rain, snow, fog and seasons that change the same persistent world rather than a static backdrop.

MATERIAL ≠ PART ≠ STATE

THE SAME HIT SHOULD NOT DO THE SAME THING.

The engine is moving away from universal “remove a sphere” damage toward material and part-specific responses.

Brick wall damage

STONE / MASONRY

chips · craters · accumulated surface damage

Vehicle glass

GLASS

crack · laminate · shatter

Vehicle physical model

VEHICLE PARTS

dents · punctures · pressure · leaks

Interior materials

WOOD / INTERIORS

grain-aware splitting · persistent damage

UNDER THE SKIN

ANIMALS THAT ARE MORE THAN A HEALTH BAR.

The creature track is being rebuilt around real skeletons, organs, muscle groups, tendons, vessels and functional consequences.

VISUALskinned mesh + animation
ANATOMYshared bind-space tissue authority
HITvisual acceptance → physical anatomy
DAMAGEfunction changes based on what was actually hit

CREATOR-FIRST

BUILD IT. BREAK IT. TEST IT.

The tooling should expose the same systems the engine uses at runtime: physical assets, automatic proxy baking, destruction settings, materials and world construction.

  • GLB → physical asset pipeline
  • Automatic atlas/card generation
  • Source vs physical preview
  • Material / part / state inspection
  • One-click stress scenes

STATUS

WHAT EXISTS, WHAT'S NEXT.

NOW

Persistent destruction

COW object damage, wound patches, support analysis, fragments and replay.

NOW

Card + joined far rendering

Shared atlas cards, depth-aware mid tier, cluster joining and near OVMs.

NOW

Material / part response

Tyres, glass, stone, wood and shell response stations are being wired into runtime.

NEXT

Modern destruction district

Shops, apartments, hotel, garage, offices, warehouse and a first skyscraper stress zone.

NEXT

Creature animation + anatomy

Canid anatomy correction, animation LOD, posed hit queries and functional damage.

NEXT

Near streaming + shadow production

Texture residency, static OVM joins, mesh LOD and cached/static shadow work.

LATER

Fire / heat

Thermal propagation and material weakening.

LATER

Fluids

Leaks, flooding, water interaction and persistent environmental state.

LATER

Weather / seasons

Rain, snow, fog and long-lived environmental change.

Massive persistent modern world

SAME WORLD. DIFFERENT TOMORROW.

MAKE A MARK THAT STAYS.

Build, destroy, leave, return — the goal is a world that remembers what happened.

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