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๐Ÿงช 282 tests passing โ†’

VIVIA: Beyond the Known

A commercial voxel survival sandbox with AI-powered terrain, multiplayer networking, and a custom embedded neural network โ€” built from scratch in Rust. Shipping on Epic Games Store, August 2026.

Overviewโ€‹

VIVIA (internally NV_ENGINE) is a shipped commercial voxel game written entirely in Rust โ€” 47 source files, 15,800+ lines, 282 tests. It features:

  • Procedural world generation with real-world NASA climate data
  • Embedded neural network (MeMLP) that learns vegetation placement while you play
  • Full mob system with AI-generated 3D models, 10 hostile types, 60 animal species
  • Multiplayer TCP networking with entity sync, chunk streaming, anti-cheat
  • Procedural audio engine with spatial 3D sound
  • GPU rendering via wgpu with custom WGSL shaders

Developer: Terra Nova Gameworks ยท Version: 1.0.0 ยท Price: $9.99 (launch $7.49) Platforms: Linux, Windows ยท Stores: Epic Games Store, itch.io

Tech Stackโ€‹

LayerTechnology
LanguageRust 2021
GPUwgpu 0.20, WGSL shaders
Windowwinit 0.30
Mathcgmath 0.18, OpenSimplex2
Parallelismrayon, tokio
Neural Netndarray (MeMLP embedded MLP)
Mesh Optmeshopt, bincode
Audiorodio
Textfontdue
ECSbytemuck
OnlineEpic Online Services
ToolsC#/.NET 8 (content), Python (AI/texture)

Feature Highlightsโ€‹

๐ŸŒ Procedural Worldโ€‹

OpenSimplex2 heightmaps, caves, ores, 9 climate-driven biomes. 16ร—512ร—16 chunks with async streaming and rayon parallel generation. Real-world NASA temperature and humidity data drive vegetation, fog, and ambient color.

๐Ÿง  MeMLP Neural Networkโ€‹

Modular embedded MLP with 4 specialist heads: vegetation (8โ†’24โ†’16โ†’4), biome classification (8โ†’12โ†’9), texture style (8โ†’12โ†’6), and creature animation (8โ†’16โ†’6). Learns online during gameplay from synthetic + Open-Meteo API data. 0.01ms inference.

๐ŸŽจ Procedural Renderingโ€‹

Custom wgpu pipeline: instanced voxel geometry, per-fragment lighting (Blinn-Phong), ACES tonemapping, procedural sky with sun/moon, fog, weather, day/night cycle. GLB model loading with automatic decimation and procedural skinning.

๐Ÿฆ  60 Creature Speciesโ€‹

Full bestiary: 10 hostile types with AI-driven behavior (melee, ranged, combo, slam), and 60 passive animal species across 8 biomes. Each species has unique body, color, speed, walk cycle, and loot drops. AI-generated GLB models with pose fixes.

๐ŸŒ Multiplayerโ€‹

TCP networking at 20 Hz: entity sync, chunk streaming, block updates, chat, combat events. Anti-cheat validation (coordinate bombs, NaN positions, rate limiting, handshake timeouts). Client-side interpolation for smooth remote player movement.

โš”๏ธ Survival Gameplayโ€‹

Hunger/thirst/warmth systems, tool durability, crafting (NVCrafter), quest chains, rarity tiers (Common โ†’ Mythic), prestige system (Lv50+ reset with stacking bonuses), and RPG progression with stat allocation.

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”‚ 60 Creatures โ”‚
โ”‚ ACES Tonemapโ”‚ Caves/Ores โ”‚ Quests + Crafting 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”‚ Audio โ”‚ Networking โ”‚
โ”‚ MeMLP (4) โ”‚ rodio โ”‚ TCP 20 Hz โ”‚
โ”‚ Online trainโ”‚ Spatial 3D โ”‚ Entity/Chunk sync โ”‚
โ”‚ GLB models โ”‚ Procedural โ”‚ Anti-cheat 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”˜

Performanceโ€‹

MetricValue
Frame time16.6 ms (60 FPS target)
AI inference0.01 ms per prediction
Chunk generationAsync, rayon-parallel
Model decimation40K โ†’ 6K triangles per mob
Memory model1.2 KB neural network
Instance budget2048 cubes, 256 AI meshes

See also: Architecture ยท AI Engine ยท Rendering ยท Multiplayer ยท Gameplay ยท Performance