Flatland3 — Initial Vision & Architecture Plan
Current play client (2026-07): flatland3-gfx is the only maintained interactive client (Macroquad + egui). Ratatui map play and the dev stack are retired. The the terminal client references in this chapter describe early development intent — see Macroquad Graphical Client.
10. Rust workspace
See 01-global-world-architecture.html §8 — region-worker, gateway, control-plane, world-build.
11. Security & trust
- Single operator cluster — no untrusted sim hosts
- Community builders: draft only until review
- Signed published manifests; workers reject undeployed drafts
- Central audit for economy and rare items
12. Observability
- Per-region tick lag, AOI size, handoff latency
- World deploy pipeline metrics
- Trace correlation across gateway → region → control plane
14. Success criteria (server-first)
- Multi-region handoff stable under packet loss
- 100 bots/region @ 30 Hz
- Full loop: harvest → craft → trade → die → recover corpse
- World segment: validate → publish → deploy → playable in sim
- the terminal client + agents drive play and world build without raw protocol hacks
15. Document index
| Doc | Purpose |
|---|---|
00-initial-vision.html |
This document |
01-global-world-architecture.html |
Global world, regions, world build pipeline |
06-visibility-maps-and-coordinates.html |
AOI, cartography, coordinates |
07-death-and-respawn.html |
Death, corpse, penalties |
08-inventory-carriers-and-storage.html |
Inventory, banks |
09-crafting-and-recipes.html |
Crafting graph |
10-economy-and-markets.html |
Markets, brokers |
11-entities-attributes-and-movement.html |
Orientation, movement, attributes, FOV |
17-enchanting-and-item-modifiers.html |
Enchanting, item instance modifiers, combat procs |
18-unique-items-and-procedural-economy.html |
Unique instances, procedural mint, NPC settlement crafting |
19-npcs-and-creatures.html |
Unified NPC/creature defs, behavior, schedules, loot, LLM |
20-buildings-schematics-and-construction.html |
Town interiors, player houses, builder walls and lights |
manifest.json |
Spec site order |
../docs/spec/ |
Published specification website |
Appendix A — Glossary
| Term | Definition |
|---|---|
| World | Single continuous game universe per deployment |
| Region | Runtime chunk group on a worker; splits/merges dynamically |
| Chunk | Stable spatial unit for terrain, deploy, and ownership |
| Deployment | Versioned bundle of segment publishes hot-applied to sim |
| Segment | Authored world content unit (terrain, resources, …) |
| Control plane | Accounts, economy, persistence, deploy catalog |
| Region handoff | Server-side authority transfer at region boundary |
Realm (w) |
Deployment id; 0 = official world; OSS self-host = other w |
| AOI / Horizon | Network interest filter (06) |
| WorldCoord | (x, y, z, w, t) — t = 0 |