Game Engine Project Hub

Aethora Engine

A technical framework, core systems architecture, and development roadmap for a AAA-quality open-world game engine - built for scale, performance, and artistic fidelity.

ENGINE STATUSDEVELOPMENT
MILESTONEM1 · FOUNDATION
TARGET BUILDv0.1.0

Systems Architecture

Core Pillars

World Partitioning

Chunk-based streaming with dynamic LOD and occlusion culling for seamless open-world traversal.

chunkingLODocclusion

Player Mechanics

Physics-driven movement, networked state management, and extensible interaction framework.

physicsnetcodestate

Data Persistence

Optimized schema design for player profiles, global state, inventory, and progress tracking.

SQLiteschemacache

Rendering Pipeline

Custom lighting models, post-processing stack, and automated asset optimization pipeline.

lightingpost-FXLODs

Technical Reference

Framework Architecture

Map Streaming & World Partitioning

A spatial chunking system divides the world into fixed-size regions. Each chunk loads independently with distance-based LOD selection, occlusion culling, and predictive prefetching based on player trajectory.

  • Chunk size: 256x256 units, 3 LOD tiers
  • Occlusion: software rasterizer + PVS
  • Streaming: ring-buffer with LRU eviction
  • Authority: server-validated chunk ownership

Implementation

struct Chunk {
  position:  Vec3<i32>,
  lod:       LODLevel,    // 0, 1, or 2
  objects:   Vec<Entity>,
  state:     ChunkState,  // { Unloaded, Loading, Active, Unloading }
  checksum:  u64,
}

fn stream_chunk(pos) -> Result {
  let lod = compute_lod(camera, pos);
  if cache.contains(pos, lod) { return Ok; }
  let data = db.fetch_chunk(pos, lod);
  cache.insert(pos, lod, data);
  trigger_lod_transition(pos, lod);
}

Core Player Mechanics

Physics-driven character controller with client-side prediction, server reconciliation, and a composable state machine for actions (walk, sprint, jump, climb, interact).

  • State machine: Idle / Move / Airborne / Interact / Ragdoll
  • Input: buffered queue, 60 Hz sample rate
  • Network: UDP with delta-compressed snapshots
  • Anti-cheat: server-authoritative speed/pos checks

Implementation

enum PlayerState {
  Idle, Move, Airborne,
  Interact, Ragdoll,
}

struct PlayerController {
  state:     PlayerState,
  velocity:  Vec3,
  input_q:   RingBuffer<Input, 4>,
  tick:      u32,
  reconcile: Option<Snapshot>,
}

fn apply_movement(dt: f32) {
  let input = self.input_q.pop();
  let wish_dir = compute_wish_dir(input);
  let accel = get_accel(self.state);
  self.velocity = accelerate(self.velocity, wish_dir, accel, dt);
  self.velocity = apply_friction(self.velocity, dt);
  resolve_collisions(&mut self.position, self.velocity);
}

Data Management

A hybrid persistence layer combining a relational database for structured game data with a document store for schemaless player state. All reads are cached through a write-through LRU.

  • Profiles: relational (user_id, stats, achievements)
  • Inventory: document blob (JSON, validated on write)
  • Global state: key-value with TTL-based expiry
  • Migrations: versioned, idempotent schema updates

Implementation

-- Profile schema
CREATE TABLE IF NOT EXISTS profiles (
  id          TEXT PRIMARY KEY,
  username    TEXT UNIQUE NOT NULL,
  created_at  INTEGER NOT NULL DEFAULT (unixepoch()),
  stats       TEXT NOT NULL DEFAULT '{}',
  settings    TEXT NOT NULL DEFAULT '{}'
);

-- Inventory (document model)
CREATE TABLE IF NOT EXISTS inventories (
  profile_id TEXT PRIMARY KEY REFERENCES profiles(id),
  items      TEXT NOT NULL DEFAULT '[]',
  capacity   INTEGER NOT NULL DEFAULT 32,
  updated_at INTEGER NOT NULL DEFAULT (unixepoch())
);

Rendering & Aesthetics

A deferred rendering pipeline with custom PBR lighting, dynamic global illumination probes, and a GPU-driven post-processing stack (bloom, tone-mapping, ambient occlusion).

  • Lighting: clustered deferred + IBL probes
  • Post-FX: ACES tone-map, Gaussian bloom, SSAO
  • LODs: mesh decimation at 50% / 15% / 5%
  • Instancing: GPU culling + indirect draw

Implementation

#version 460
layout(location = 0) out vec4 out_color;

struct PBRParams {
  vec3  albedo;
  float metallic;
  float roughness;
  float ao;
};

vec3 compute_lighting(
  PBRParams mat,
  vec3      normal,
  vec3      view_dir,
  Light     light
) {
  vec3  half_vec = normalize(view_dir + light.dir);
  float ndf = distribution_ggx(normal, half_vec, mat.roughness);
  float geom = geometry_smith(normal, view_dir, light.dir, mat.roughness);
  vec3  f0 = mix(vec3(0.04), mat.albedo, mat.metallic);
  vec3  fresnel = fresnel_schlick(half_vec, view_dir, f0);
  return (ndf * geom * fresnel) / (4.0 * max(dot(normal, view_dir), 0.0));
}

Development Roadmap

Milestone 1 - Foundation

Overall Progress

0 complete · 1 in progress · 4 pending

10%

World Streaming Prototype

In Progress

Implement dynamic chunk loading with spatial partitioning and distance-based LOD transitions. Validate on a 4x4 km test landscape.

  • Chunk generation & cache system
  • LOD selection + smooth transitions
  • Benchmark: < 200ms load per chunk

Character Controller

Pending

Build a robust physics-driven character controller with basic locomotion, jumping, and animation state machine. Wire client prediction.

  • Physics capsule + collision resolution
  • State machine: idle, walk, sprint, jump
  • Client-side prediction stub

Data Persistence Layer

Pending

Design and implement the database schema for profiles, inventory, and global state with a write-through cache.

  • SQLite schema + migration system
  • Profile CRUD server functions
  • Write-through LRU cache layer

Core UI Framework

Pending

Establish the component library, HUD system, and menu scaffolding with a consistent design system.

  • Design tokens + component primitives
  • HUD: health bar, minimap, crosshair
  • Main menu + settings screen shells

Build Pipeline & CI

Pending

Set up automated builds, asset processing pipeline, and deployment scripts for iterative development.

  • Asset compression & packing scripts
  • GitHub Actions CI workflow
  • Dev/staging deploy targets