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Lobsters8 min readintermediate

Some things Veloren does differently

Summary

Veloren’s engine uses a custom ECS, a novel ‘chonks’ voxel storage, full‑world pre‑generation, physically‑based erosion, and a scalable real‑time simulation (rtsim) that keeps tens of thousands of NPCs active, achieving ~50% CPU usage on a 48‑core server with 500+ players.

  • ECS chosen early (2018) gave massive scalability: 48‑core server at 50% utilization with 500 players and 10k+ interacting entities.
  • Custom ‘chonks’ data structure blends homogeneous/heterogeneous chunk indexing with vertical sub‑chunks for cache‑friendly random access, avoiding typical voxel storage pitfalls.
  • World is fully pre‑generated at low resolution, then refined on‑the‑fly, enabling coherent features like downhill rivers and unlimited view distance via LOD.
  • Procedural generation is physically‑based (hydraulic erosion, cost‑based pathfinding) rather than purely aesthetic, yielding self‑consistent terrain and gameplay.

These engineering choices demonstrate how a Rust‑based voxel MMO can achieve high concurrency and world coherence without sharding, offering practical patterns for large‑scale game servers and procedural world pipelines.

6/10

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