PLANET ATLAS

Architecture

The world lives in Rust.
Engines are windows onto it.

All of the heavy lifting (plates, climate, erosion, rock history, materials, fracture and the accounting of every gram moved) runs in a Rust engine with no dependency on any game engine. A small world server sits in front of it. Unreal is the first full client, and a browser bench and this atlas are others. Any engine that can make a local network request and draw a mesh could be the next.

1 · Rust world enginePlate motion and crust, climate and weather, rivers and erosion, rock layers and their formation history, minerals and trace metals, rock strength, fracture and blast physics, and finite volumes of material.
Runs headless: the same code drives command-line runs, tests and the server.
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2 · World serverPublishes saved, content-identified world products; cuts terrain windows on demand wherever a player goes; accepts action requests (blast here with this energy, mine this spot) and returns small change records.
A local HTTP service; one action's change record is a few kilobytes.
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Unreal (today)Streams terrain around the player, renders rock looks, collides, aims, shows rubble, inventory and origin stories.
Browser (today)A geology bench and this atlas: inspect layers, sections, accounts and history from the same products.
Any engine (possible)Godot, Unity, a custom renderer or a server-side bot: fetch windows, draw them, send actions.
Changing the world · A client never edits the world directly. It sends an intent; the engine turns it into a candidate change; an independent check confirms the physics and the material accounting; only then is the change accepted into the shared record and published back to every client. Renderer state is never the truth.

Coarse to fine, built when needed, with a history

The world is not one giant mesh. Each level is generated from the level above it, only where something needs it, and every result records where it came from.

LevelGridWhat it decides
Planet576 × 288 cells (about 70 km), 2 My steps over 400 MyPlates, crust, mountains, climate, drainage, volcanism, rock columns and their formation history
Regional skeletonabout 16 km control spacingWhere rivers and junctions run, consistent with the planet's drainage
Regional relief32 m posts in windows of about 20 kmValleys, river beds, hillslopes and rock bands, solved from the cells above
Near ground8 m ring, then 2 m rock posts beside the playerCliff faces, ledges, talus, soil, snow and vegetation
Touched rockfinite volumes where a blast or mine stroke landsExactly which minerals and elements move, and where to

Why the split

ConcernLives inWhy
Geology, climate, physics, accountingRust engineDeterministic, fast, testable without a renderer; one source of truth.
Where you are and what you can seeWorld serverBuilds terrain around the traveller on request instead of shipping a fixed map.
Pixels, input, sound, collisionEngine clientEach engine does what it is good at; swapping engines does not change the world.
Accepted changesShared recordEvery blast or mined lot is traceable to its source rock and history.

How Unreal is connected

A thin Unreal plugin talks to the local world server. As the player moves it asks for terrain windows around them and builds meshes and materials from them. Pressing a key to blast or mine sends an action; the server resolves it against the rock that is actually there, the change is checked and accepted, and Unreal receives the new surface, the rubble and the inventory lots. Clicking a lot shows where its minerals came from, read from the same record. Measured on one workstation in one run: a mine stroke about a second, a 1 GJ blast about 1.3 s and a 1 TJ blast about 8.5 s from click to result.

What another engine would need

Lessons from using Unreal this way

Why this matters beyond one project

Agentic coding can run overnight. Long engineering tasks were handed to headless coding agents that worked through the night, while a lead agent reviewed each finished piece, ran the checks and merged only what passed. The human set the goal and the rules and reviewed results in the morning. Written rules, a decision ledger and mechanical merge gates are what kept that unattended work on course.

Simulation and science are now within reach. Plate kinematics, energy-balance climate, river incision, crater scaling and exact mineral accounting from cited empirical relations used to need specialist teams. The recent wave of frontier models can read the literature, choose a defensible approximation, implement it and say what it does not cover.

Models are starting to understand game engines. They write engine plugins and build scripts, drive offscreen captures, read the screenshots and find problems such as seams, wrong materials or missed collisions. Not perfect, and still in need of human direction, but a real change in what a small team can attempt.

Honest limits

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