A dark, voxel-detailed planetary surface viewed from low orbit
To Be Here / Engine development

A planetary sandbox engine built for total physical presence.

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.

Current foundation / Walkable physical planetFuture scale / Solar system planned
O5.3d
Evaporation shipped
08 OCT 2026
0.9 ms
GPU tick p95
4,616 particles
89.97 °C
Boiling at 3,000 m
Measured / pressure-aware
119.34 °C
Under 10 m of water
Measured / column foot
Built foundation / Current engine

The physical world already holds together.

01

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.

Measured
64-bit coordinatesRadial gravityMacro to micro voxels
02

Two-Tier Fluid Architecture

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.

Measured / handoff planned
Voxel tier measuredGPU solver measuredLive handoff planned
03

Thermodynamics & Matter

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.

Measured / coatings planned
Thermodynamics measuredContact heat measuredCoatings + erosion planned
04

Rigid Bodies & Destruction

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.

Measured / vehicles planned
Rigid bodies measuredDestruction measuredVehicles planned
Forward systems / Status labelled

A foundation for worlds that can do more.

Terrain, matter, machines, energy, and planetary scale are being designed as one connected simulation, not isolated features.

01 / Measured + planned

Living Matter

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.

02 / Planned

Buildable Machines

Modular vehicles and spacecraft assembled on build pads, reconfigured while running, and governed by the same gravity, fluids, heat, and destruction.

03 / Planned

Power + Automation

Wiring, power and signal networks, programmable machinery, actuators, and reusable assemblies built directly into the physical world.

04 / Planned

Orbital Scale

Far terrain, a floating origin, moons, orbital mechanics, and continuous travel between worlds and their gravity wells.

One world state

Edits, fluids, bodies, heat, machines, and power can persist and affect one another.

One deterministic clock

Every physical system advances through the same ordered simulation foundation.

One continuous scale

The architecture connects precise local interaction to planetary and orbital movement.

Measured / O5.0

Fluid, within budget.

Five benchmark scenes compared CPU solvers with a wgpu position-based fluid solver. The result set the live tier direction.

Open benchmark log
0.9 ms
Tick p95
GPU PBF, async readback
+0.6 ms
Frame p95
Measured in the game probe
4,616
Particles
Breach scene on Apple M3
8 ms
Window budget
GPU qualifies at this scale
Measured / O5.3

Heat, on the clock.

Temperature is a saved world layer now. Every reading below comes from the O5.3 verification runs on the final build.

Open the temperature log
0.65 ms
Heat p95 per tick
10,164 hot cells, in the game
8.4e-16
Energy drift
Closed-box audit, 400 s of physics
6.68 cm
Lava crust after 1 game hour
7.8 cm in the field reference
1:1
Physics, at real rates
Game time is its own layer
Measured / O5.3d

Phase change, under pressure.

Liquid 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 log
99.97 °C
Sea-level boiling
101.33 kPa local pressure
89.97 °C
Boiling at 3,000 m
70.11 kPa local pressure
119.34 °C
Below 10 m of water
Measured at the column foot
Verified
One phase-change system
Evaporation, condensation, sublimation
Engineering dispatch

From the build.

View all entries
08 OCT 2026O5.3d / Complete

Evaporation + Pressure

Puddles dry, vapour condenses, ice sublimates, and water boils according to altitude and liquid depth.

07 OCT 2026O5.3 / Complete

Temperature Shipped

Heat conducts and saves with the world, lava grows a basalt crust, and water freezes at 0 °C, with physics solved at real rates.

01 OCT 2026O5.2 / Complete

The Fluid Lab

Six scripted scenes, still pool to hot block, with fixed-tick capture and exact mass and energy audits.

Low-frequency signal

Follow the engine as it takes shape.

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