Namespace Shard.Gameplay.Universe.World
Classes
- TickingThread
Base class for single-threaded fixed-rate simulation loops.
- V2WorldGen
Loads the Hytale v2 (builtin/HytaleGenerator) terrain density graph for the default "Basic" biome from the asset pack and builds a runtime Density. S1: a single biome's terrain shape only — block placement is still the 2-block placeholder (real per-biome materials/textures are S2, multi-biome blending is S3). Returns null when the generator assets aren't present, so the caller falls back to the placeholder heightmap.
- World
Runtime simulation world that owns one ECS Store and progresses it on a dedicated tick thread.
- WorldBounds
Constraints on a world's extent, in chunk coordinates. Each side is an inclusive chunk-coord limit;
nullmeans unbounded in that direction (up to the int32 chunk edge). All-null is a fully infinite world (Infinite). A bounded world lets generation/streaming stop at a wall; axes are independent, so a world can be finite horizontally (X/Z) yet open vertically (Y), etc.
- WorldConfig
Configuration loaded for a gameplay world.
- WorldDrainingException
Reports that a loaded world has begun draining and no longer accepts ordinary control work.
- WorldModuleActivation
Tracks runtime module activation for one world.
- WorldOverloadedException
Reports that a loaded world cannot accept more ordinary control work without consuming capacity reserved for required lifecycle work.
- WorldStorage
Describes where a gameplay world's persisted data is stored.
- WorldTimeConfig
Immutable initial time settings copied into one world Store.
- WorldTimeConstants
Calendar units shared by world time simulation, derived from clock durations.
Structs
- GameInstant
Nanosecond-precision UTC instant used by world simulation and protocol projections.
Delegates
- WorldModuleTransition
Applies one module's enabled state inside a borrowed world Store.