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๐Ÿงช 132 tests green โ†’

VIVIA: Beyond the Known

A voxel survival sandbox with real-world climate (NASA POWER data) and an embedded neural network that learns while you play โ€” built from scratch in Rust. EGS submission kit is ready; release date TBA.

Overviewโ€‹

VIVIA (internally NV2_ENGINE, store name NV-2.0) is a commercial voxel game written entirely in Rust โ€” 39 source files, 24,000+ lines, 132 tests. It features:

  • Real climate worlds โ€” every seed maps to a location on Earth; NASA POWER climatology drives biomes, weather and sky
  • Embedded neural network (MeMLP) that learns vegetation, biome and texture decisions while you play
  • Day/night survival โ€” hunger, thirst, health; hostiles spawn after dark
  • Wildlife โ€” deer and rabbits roaming climate-appropriate biomes, 4 hostile types at night
  • Crafting โ€” shaped & shapeless recipe registry, tools and progression
  • Procedural rendering โ€” wgpu pipeline with sky, weather and animated creatures
  • Keyless Epic Games Store support โ€” EOS SDK loaded at runtime, clean no-op without it

Developer: Terra Nova Gameworks ยท Build: 1.0.0 Platforms: Linux, Windows ยท Stores: Epic Games Store (kit ready), itch.io (planned)

Tech Stackโ€‹

LayerTechnology
LanguageRust 2021
GPUwgpu 0.20, WGSL shaders
Windowwinit 0.30
Mathcgmath 0.18, OpenSimplex2
Parallelismrayon (async chunk gen)
Neural Netndarray (MeMLP embedded MLP)
ClimateEmbedded NASA POWER grid + Open-Meteo API
Textfontdue
StoreEpic Online Services (runtime-loaded, keyless)
ToolsPython (AI/texture pipeline), Externum (manifest tooling)

Feature Highlightsโ€‹

๐ŸŒ Real-Climate Worldsโ€‹

OpenSimplex2 heightmaps, caves, ores, 9 climate-driven biomes. 16ร—512ร—16 chunks with rayon-parallel generation. Embedded NASA POWER temperature and humidity data drive vegetation, weather and ambient sky.

๐Ÿง  MeMLP Neural Networkโ€‹

Modular embedded MLP with 3 specialist heads: vegetation placement (8โ†’24โ†’16โ†’4), biome classification (8โ†’12โ†’9), texture style (8โ†’12โ†’6). Learns online during gameplay from synthetic + Open-Meteo API data. ~1,100 parameters, sub-0.1 ms inference.

๐ŸŽจ Procedural Renderingโ€‹

Custom wgpu pipeline: instanced voxel geometry, per-fragment lighting, procedural sky with sun/moon, rain/snow particles, day/night cycle. Animated voxel creatures with walk cycles.

๐ŸฆŒ Living Worldโ€‹

Deer and rabbits spawn in matching biomes; four hostile types (zombie, skeleton, spider, creeper) emerge after dark. Kill rewards feed crafting progression.

๐Ÿ› ๏ธ Survival & Craftingโ€‹

Hunger/thirst/health stats with regeneration rules, mining with tool tiers, shaped & shapeless crafting recipes, item drops, save/load.

๐Ÿ•น๏ธ Console & Commandsโ€‹

In-game chat commands: /tp, /give, /help plus the AI toolkit โ€” /ai_stats, /ai_export, /ai_import, /ai_dataset (model bundles are portable JSON with author metadata).

Architectureโ€‹

โ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”
โ”‚ VIVIA Engine โ”‚
โ”œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ฌโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ฌโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ค
โ”‚ Renderer โ”‚ World Gen โ”‚ Game Logic โ”‚
โ”‚ wgpu + WGSL โ”‚ OpenSimplex โ”‚ Survival + Combat โ”‚
โ”‚ Instancing โ”‚ 9 Biomes โ”‚ Wildlife + Hostiles โ”‚
โ”‚ Sky/Weather โ”‚ Caves/Ores โ”‚ Crafting + Items โ”‚
โ”œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ค
โ”‚ AI Stack โ”‚ Climate โ”‚ Store/Platform โ”‚
โ”‚ MeMLP (3) โ”‚ NASA POWER โ”‚ EOS runtime (keyless)โ”‚
โ”‚ Online trainโ”‚ Open-Meteo โ”‚ EGS kit + manifests โ”‚
โ”‚ Model share โ”‚ Seasons โ”‚ Low-end PC mode โ”‚
โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ดโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ดโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜

Testingโ€‹

132 tests (cargo test --release: 131 passed, 1 ignored release benchmark) covering world generation determinism, climate realism (embedded_grid_matches_known_real_climates), MeMLP forward/training/NaN-survival, crafting flows, raycasting and vegetation rules. Benchmark targets (frame-time variance, meshing latency) are specified in BENCHMARKING.md; the Criterion harness lands in the repo before launch.

Roadmap (honest list โ€” not in the build yet)โ€‹

Multiplayer (TCP protocol designed), GLB model pipeline for AI-generated creatures, spatial audio, quest chains and boss fights. See Multiplayer (planned) for the protocol design. Nothing on this page claims a feature the code doesn't have.


See also: Architecture ยท AI Engine ยท Rendering ยท Multiplayer (planned) ยท Gameplay ยท Performance