Table of Contents

Namespace Shard.Gameplay.Universe.World

Classes

TerrainGenerator
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; null means 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.