Home Initial Vision & Architecture

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