Planetary World Foundation
A walkable, editable cubed-sphere planet with 64-bit coordinates, seamless radial gravity, and a dual-level voxel hierarchy that resolves the world from macro terrain down to micro-voxel detail.

An entire solar system, simulated from micro-voxels to orbital mechanics. Seamless spherical worlds, true radial gravity, live reactive matter, and one deterministic simulation clock.
A walkable, editable cubed-sphere planet with 64-bit coordinates, seamless radial gravity, and a dual-level voxel hierarchy that resolves the world from macro terrain down to micro-voxel detail.
Six liquids already live in the saved voxel layer beside terrain, with pressure, flow, buoyancy, drag, heat, and exact mass ledgers. The standalone GPU particle-window solver is measured; automatic promotion and demotion around active areas is planned.
Saved temperature, real material contact heat, freezing, melting, basalt crust, measured boiling curves, evaporation, condensation, sublimation, and pressure-aware boiling are complete. Reactive coatings and erosion remain planned.
Multi-body physics where structures detach, fall, split, float, sink, and stay editable. Blasts fracture terrain into real debris, changed bodies persist across reloads, and deformation plus modular vehicle assembly are planned.
Terrain, matter, machines, energy, and planetary scale are being designed as one connected simulation, not isolated features.
Saved water, mud, lava, crude oil, refined oil, and gasoline are measured. Live particle handoff, rapids, rivers, erosion, coatings, fire, smoke, climate, atmosphere, and light are planned.
Modular vehicles and spacecraft assembled on build pads, reconfigured while running, and governed by the same gravity, fluids, heat, and destruction.
Wiring, power and signal networks, programmable machinery, actuators, and reusable assemblies built directly into the physical world.
Far terrain, a floating origin, moons, orbital mechanics, and continuous travel between worlds and their gravity wells.
Edits, fluids, bodies, heat, machines, and power can persist and affect one another.
Every physical system advances through the same ordered simulation foundation.
The architecture connects precise local interaction to planetary and orbital movement.
Five benchmark scenes compared CPU solvers with a wgpu position-based fluid solver. The result set the live tier direction.
Open benchmark logTemperature is a saved world layer now. Every reading below comes from the O5.3 verification runs on the final build.
Open the temperature logLiquid surfaces now exchange heat and mass with the air. Puddles dry, vapour condenses, ice sublimates, and local pressure sets the boiling point.
Open the phase-change logPuddles dry, vapour condenses, ice sublimates, and water boils according to altitude and liquid depth.
Heat conducts and saves with the world, lava grows a basalt crust, and water freezes at 0 °C, with physics solved at real rates.
Six scripted scenes, still pool to hot block, with fixed-tick capture and exact mass and energy audits.