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HECTON-8 Diegetic Cockpit View

HECTON-8 — Deep Sea Noir / NASA-Punk 3D Survival Game

GitHub Pages Deploy GitHub Pages Unity C# Performance Target Shaders License Status

AA Deep Sea Noir / NASA-Punk 3D survival game built on Unity 6000.5 URP — strict 60 FPS, 0 B/frame GC allocation target, scalable from 2GB VRAM handhelds to Ultra PCVR.

Start here

The public surface has two purposes: it introduces the visual premise and gives contributors a dependable route into the source tree. The interactive project page is a presentation of the project; it is not a browser build or runtime-performance benchmark.

Goal Start with Continue with
Explore the intended atmosphere Interactive project page The visual references and concept illustrations below
Understand product boundaries Vision locks Project bibles for the relevant discipline
Navigate the technical corpus Documentation index The source-backed maps and current route documents it names
Make a source contribution Contributing guide The authority chain and verification route before changing code or assets
Check current build or playtest constraints Build and playtest issues Fresh Unity, player, profiler, or device evidence before making readiness claims

Evidence boundary. Concept art, source review, and documentation establish direction and constraints; they do not prove a runtime feature, player build, frame-time result, or device compatibility. Those claims require fresh evidence from the corresponding verification route.


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🌊 Visual References — The World of HECTON-8

These images capture the visual target — the underwater world HECTON-8 is being built toward.

Surface vista — alien ocean with gas giant, NASA research station and exotic flora

Surface vista: alien coastline, NASA-punk research outpost, gas giant on the horizon


Shallow underwater coral reef with ancient ruins Deep bioluminescent zone with alien flora
Shallow zone — coral reefs, warm light, ancient structures Deep zone — bioluminescent alien flora, darkness, danger

🎨 Concept Illustrations

Bioluminescent underwater research base

The deep sea NASA research station — bioluminescent flora surrounds the abandoned complex


Player in NASA-punk suit facing a deep sea leviathan Looking up from the deep — gas giant through ocean surface
Player encounter — NASA suit vs deep sea leviathan Looking up from the abyss — the gas giant through water

Abyssal trench descent — submarine in underwater canyon NASA-punk submarine cockpit HUD interface
Abyssal trench — descending into the unknown canyon Submarine cockpit — telemetry HUD, depth gauge, oxygen

Architectural Overview

graph TD
    A[Unity 6000.5 URP Runtime Engine] --> B[Custom Volumetric Ocean Shader Pipeline]
    A --> C[Burst-Compiled C# Systems DOD]
    C --> D[NativeMemory Unmanaged Collections]
    C --> E[0 B/frame GC Hot-Path Loop]
    B --> F[Continuous GlobalQualityWeight Scaler]
    F --> G[Target Profiles: 2GB Handheld to Ultra PCVR]
Loading

Component Matrix

Component / Path Technology / Subsystem Primary Responsibilities
Assets/ C# Unity Engine Code & Assets Core gameplay scripts, DOD systems, ScriptableObject definitions, URP Shaders
ProjectSettings/ Unity Engine Settings Editor configuration, quality levels, package dependency manifest, URP assets
AGENTS.md Authority & Process Control System mandates, Hecton-8 build preflight rules, CPU allocation gates
PROJECT_BIBLES.md Domain Bibles Index Visual style guidelines, performance budget specs, rendering mandates
VISION_LOCKS.md Product Direction Scope boundaries, gameplay pillars, NASA-Punk / Deep Sea Noir aesthetic standards

🏗️ Submarine Engine Architecture (Unity 6000 URP)

graph TD
    Input[🎮 Hydro Controls] --> Core[⚙️ Submarine Main Loop]
    Core --> Physics[🌊 Hydro-X Buoyancy Engine]
    Core --> Terrain[🗺️ MapMagic 2 Chunk Manager]
    Terrain --> Voxel[🧊 Voxel Mesh Generator]
    Physics --> Telemetry[📊 Zero-GC Telemetry HUD]
    Core --> Render[🎨 Unity 6000 URP Shaders]
Loading

🌊 Hydrodynamic & Acoustic Simulation Solvers (Burst / ECS)

HECTON-8 executes real-time fluid dynamics and oceanographic acoustic wavefield calculations compiled with Burst for zero-allocation performance:

1. Non-Linear Seawater Density & Hydrostatic Pressure

The barometric load on the titanium-composite pressure hull accumulates with depth: $$P(z) = P_0 + \int_{0}^{z} \rho(T, S, z') \cdot g , dz' + \frac{1}{2} \rho v^2$$

2. Sound Speed Profile (SSP) & Sonar Refraction

Acoustic ping trajectories curve through the thermocline according to the empirical Medwin-Mackenzie formula: $$c(T, S, z) = 1449.2 + 4.6T - 0.055T^2 + 0.00029T^3 + (1.34 - 0.010T)(S - 35) + 0.016z$$

// ✅ HECTON-8 Core Burst Hydrodynamic Solver
[BurstCompile(CompileSynchronously = true, FloatMode = FloatMode.Fast)]
public struct HydrodynamicSolverJob : IJobEntity {
    public float DeltaTime;
    public float SeawaterDensity;
    public float3 GravityVector;

    public void Execute(ref Velocity velocity, ref HullStrain strain, in BallastTank ballast, in SubmersibleMetrics metrics) {
        float displacedMass = metrics.DisplacedVolume * SeawaterDensity;
        float totalMass = metrics.DryMass + ballast.WaterMass;
        float3 buoyancyForce = -GravityVector * (displacedMass - totalMass);

        float speed = math.length(velocity.Linear);
        float3 dragForce = -0.5f * SeawaterDensity * speed * speed * metrics.DragCoefficient * math.normalize(velocity.Linear);

        float3 totalAcceleration = (buoyancyForce + dragForce) / totalMass + GravityVector;
        velocity.Linear += totalAcceleration * DeltaTime;

        strain.CurrentBar = (metrics.CurrentDepth * SeawaterDensity * 9.80665f) / 100000.0f;
    }
}

3. Diegetic Cockpit Telemetry Matrix

Subsystem Diegetic Readout Sensor Physics Failure Critical Limit FMOD Sound Response
Ballast Tanks Pneumatic Dual Mechanical Needles Differential Trim Pressure Pressure $< 40\text{ PSI}$ Compressed gas purge hiss
Nuclear Pile CRT Phosphor 50Hz Oscilloscope Thermocouple Core Voltage Core Temp $> 1050^\circ\text{C}$ Geiger micro-crackling + Core hum
Active Sonar Magnetostrictive Beam Dial Acoustic Wavefront Backscatter Transceiver Saturation $3.5\text{ kHz}$ resonant acoustic ping
Pressure Hull Analog Strain Gauge Bridge Piezoelectric Crystal Voltage Strain $> 85%\text{ Yield}$ Deep structural metal groaning
CO2 Scrubber Colorimetric Gas Reagent Lens Chemical Concentration Sensor $\text{CO}_2 > 2.5%$ Heavy pneumatic solenoid cycle

⚡ Technical Performance Guardrails

These are V0 development targets, not claimed player-build measurements. Runtime, profiler, and device captures remain the source of truth for performance verification.

Metric Development guardrail Verification state
Frame time 60 FPS target / 16.67 ms frame budget Target — requires fresh runtime evidence
Main thread ≤ 12 ms budget Target — requires profiler evidence
GC allocation 0 B per frame in gameplay hot paths Target — requires profiler evidence
Compact VRAM ≤ 1.8 GB hard ceiling Target — requires device or player-build evidence
Texture budget ≤ 900 MB on compact tier Target — requires memory evidence
Render targets + depth ≤ 320 MB on compact tier Target — requires memory evidence

🚀 Technical Standards & Architecture

  • Performance budget: A 60 FPS target with a 16.67 ms frame budget and zero per-frame allocations in gameplay hot paths.
  • Deep-sea rendering: Custom URP volumetric-ocean shaders, photic underwater lighting, and procedural seafloor systems.
  • Platform portability: Continuous GlobalQualityWeight scaling from compact hardware through high-end PCVR.
  • Memory discipline: Burst-compiled C#, unmanaged collections, and data-oriented systems for budgeted runtime paths.


🎛️ Deep Engineering Subsystems & Shader Pipeline

graph TD
    subgraph Sonar Raytracer Pipeline
        A[Active Acoustic Ping Emitter] -->|Spherical Wavefront| B[Medwin-Mackenzie Thermocline Layer]
        B -->|Refracted Sound Ray Array| C[Benthic Bathymetry Voxel Mesh]
        C -->|Backscatter Energy Reflection| D[Transceiver Hydrophone Array]
        D -->|Doppler Frequency Shift Analysis| E[Diegetic CRT Phosphor Screen]
    end

    subgraph Power & Nuclear Core Bus
        F[Thermocouple Pile Core] -->|High-Voltage DC| G[Main Switchboard Bus]
        G -->|Primary Inverters| H[Hydro-X Magnetohydrodynamic Thrusters]
        G -->|Low-Noise DC/DC| I[Life Support & Electrolysis]
        G -->|Capacitor Bank| A
    end
Loading

📡 1. Sonar Wavefield Raymarching URP Shader (HLSL)

The diegetic CRT oscilloscope and bathymetric sonar viewports utilize custom URP raymarching compute passes to simulate acoustic attenuation ($e^{-\alpha(f) \cdot r}$) and seafloor backscatter:

// Custom URP Sonar Acoustic Volumetric Raymarcher Pass
float4 FragSonarRaymarch(Varyings input) : SV_Target {
    float3 rayOrigin = _SubmarineWorldPos;
    float3 rayDir = normalize(input.worldPos - rayOrigin);
    float soundSpeed = 1449.2 + 4.6 * _WaterTemp - 0.055 * _WaterTemp * _WaterTemp + 0.016 * input.worldPos.y;
    
    float totalEcho = 0.0;
    float stepSize = _RaymarchStepSize;
    float3 currentPos = rayOrigin;
    
    [loop]
    for (int i = 0; i < 64; i++) {
        currentPos += rayDir * stepSize;
        float depth = abs(currentPos.y);
        
        // Sample voxel bathymetry density map
        float terrainDensity = SampleBathymetryVoxel(currentPos);
        if (terrainDensity > 0.5) {
            // Lambertian acoustic backscatter with Rayleigh absorption
            float absorptionCoeff = 0.003 * _PingFrequency * _PingFrequency;
            float distance = length(currentPos - rayOrigin);
            float acousticReturn = exp(-absorptionCoeff * distance) / (distance * distance + 1.0);
            totalEcho = acousticReturn * saturate(dot(-rayDir, CalculateBathymetryNormal(currentPos)));
            break;
        }
    }
    
    // Green phosphor CRT decay persistence
    float3 crtColor = float3(0.1, 0.95, 0.3) * totalEcho * _PhosphorIntensity;
    return float4(crtColor, 1.0);
}

🐙 2. Abyssal Bathymetry & Trench Threat Classification

Hecton-8 Abyssal Trench Exploration

The abyssal trenches ($&gt; 6,000\text{ m}$) are populated by biological and structural anomalies classified by the Hadal Research Directorate:

Classification Anomaly Designation Habitat Depth Acoustic Signature Primary Threat Vector Evasion Protocol
Class-I (Passive) Bioluminescent Siphonophore $1,500 - 3,500\text{ m}$ Low-frequency rhythmic hum ($12\text{ Hz}$) Optical blinding & sensor occlusion Switch cockpit to red night-vision filters
Class-II (Structural) Hadal Methane Clathrate Eruption $4,000 - 8,500\text{ m}$ High-amplitude seismic rumble Sudden loss of buoyancy & density drop Full ballast blow & emergency trim jets
Class-III (Biomorphic) Leviathan Chitinous Cephalopod $6,000 - 11,000\text{ m}$ High-frequency hunting clicks ($45\text{ kHz}$) Hull constrictive crush ($&gt; 850\text{ bar}$) Silent running mode, kill reactor cooling pumps
Class-IV (Technogenic) Derelict Autonomous Mining Siphon $8,000 - 10,500\text{ m}$ Continuous mechanical cavitation Active magnetic grapple & power siphon Deploy acoustic decoy flares & pulse EMP

🔊 3. FMOD Dynamic Acoustic Spatialization Matrix

The audio architecture divides the soundscape into distinct physical frequency bands processed via FMOD Studio:

Frequency Range Acoustic Source Spatialization Model Physical DSP Effect Chain
Sub-Bass ($5 - 40\text{ Hz}$) Tectonic fault shifts & hull metal strain Omnidirectional cockpit body resonance 24dB/oct low-pass + Sub-harmonic synthesizer
Low-Mid ($40 - 250\text{ Hz}$) Nuclear coolant pumps & drive turbines 3D Point source (Engine compartment) Convolution reverb (Tight metal bulkheads)
Mid-Band ($250 - 2,500\text{ Hz}$) Hydrophone ocean ambient & internal relays 5.1 Binaural spatial panning Hydrodynamic comb filter + Doppler pitch shift
High-Band ($2.5 - 20\text{ kHz}$) Sonar pings & cavitation micro-bubbles 3D Raytraced cone dispersion Parametric notch filter (Thermocline reflection)

💾 4. Deterministic Save-State & Telemetry Serialization

To guarantee 100% reproducible playtests and 0-byte GC allocations during state persistence, HECTON-8 utilizes a custom zero-heap binary struct serialization format:

[StructLayout(LayoutKind.Sequential, Pack = 1)]
public struct SubmarineStateSnapshot {
    public ulong TickIndex;
    public double Timestamp;
    
    // Transform & Dynamics (Fixed-Point Integer Representation)
    public int PositionX_Fixed; // 1 unit = 0.001 mm
    public int PositionY_Fixed;
    public int PositionZ_Fixed;
    public int VelocityX_Fixed;
    public int VelocityY_Fixed;
    public int VelocityZ_Fixed;
    
    // Hull & Life Support Metrics
    public ushort HullIntegrityPermille; // 0 - 1000 permille
    public ushort InternalPressureMbar;  // Millibars
    public ushort OxygenPPM;             // Parts per million
    public ushort ReactorTempKelvin;     // Core temperature
    
    // Ballast Tank Status
    public uint MainBallastWaterGrams;
    public uint AftTrimWaterGrams;
    public uint ForeTrimWaterGrams;
}

⚡ Nuclear-Hydraulic Power Plant & Reactor Kinetics

The submersible's primary energy source is a sub-critical molten salt thorium/plutonium compact breeder reactor operating under closed-loop helium-xenon Brayton thermodynamic cycles.

graph LR
    subgraph Core Thermal Kinetics
        A[Thorium/Pu Core Vessel] -->|Thermal Output Q_dot| B[Primary Molten Salt Loop]
        B -->|Intermediate Heat Exchanger| C[He-Xe Brayton Gas Turbine]
        C -->|Shaft Torque| D[Superconducting Homopolar Generator]
        D -->|400V 3-Phase AC 400Hz| E[Main Electrical Busbar]
    end

    subgraph Coolant & Poisoning Dynamics
        F[Xenon-135 Iodine Decay Matrix] -->|Reactivity Negative Feedback| A
        G[Emergency Boron Carbide Rods] -->|Pneumatic Scram Drive| A
        B -->|Thermoelectric Waste Heat| H[Cockpit Thermal Life Support]
    end
Loading

☢️ 1. Reactor Kinetics & Xenon-135 Poisoning Differential Equations

Point kinetics with 6 precursor groups and delayed neutron decay determine core reactivity balance during rapid load shifts:

$$\frac{dn(t)}{dt} = \frac{\rho(t) - \beta}{\Lambda} n(t) + \sum_{i=1}^{6} \lambda_i C_i(t)$$

$$\frac{dI(t)}{dt} = \gamma_I \Sigma_f \Phi(t) - \lambda_I I(t)$$

$$\frac{dX(t)}{dt} = \gamma_X \Sigma_f \Phi(t) + \lambda_I I(t) - \lambda_X X(t) - \sigma_a^X X(t) \Phi(t)$$

  • $\Phi(t)$: Thermal neutron flux ($n / (\text{cm}^2 \cdot \text{s})$)
  • $I(t), X(t)$: Iodine-135 and Xenon-135 concentration densities
  • $\sigma_a^X$: Microscopic thermal neutron absorption cross-section of Xenon-135 ($2.65 \times 10^6\text{ barns}$)
  • Rapid reactor shutdowns down in the hadal trench initiate the Xenon Pit — an unavoidable 36-hour deadzone where reactivity is suppressed below criticality unless emergency chemical reactivity boosters (tritium-fueled neutron injectors) are manually engaged via the cockpit console.

🌊 Magnetohydrodynamic (MHD) Propulsion & Cavitation Hydrodynamics

The Hydro-X Silent Drive eliminates mechanical shaft bearings, utilizing cross-field Lorentz force acceleration of seawater:

$$\vec{F}_{\text{Lorentz}} = \int_V (\vec{J} \times \vec{B}) , dV = \sigma (\vec{E} + \vec{v} \times \vec{B}) \times \vec{B}$$

   ┌─────────────────────────────────────────────────────────────┐
   │                   MHD SEAWATER DUCT (HYDRO-X)               │
   │                                                             │
   │   [+] Top Electrode (+400V DC)                              │
   │   ═══════════════════════════════════════════════════════   │
   │   Seawater Inflow  ───►  ───►  ───►  ───► Thrust Jet Out    │
   │   (Conductivity σ ≈ 4.8 S/m)        (Lorentz F = J × B)    │
   │   ═══════════════════════════════════════════════════════   │
   │   [-] Bottom Electrode (0V Ground)                          │
   │                                                             │
   │   Magnetic Field B = 8.5 Tesla (Superconducting Niobium)    │
   └─────────────────────────────────────────────────────────────┘

🌪️ Cavitation Inception Number (Thoma Criterion)

To prevent acoustic detection by hadal predators, the pilot must maintain the cavitation index $\sigma_c$ above the critical inception boundary:

$$\sigma_c = \frac{P_{\text{ambient}} - P_{\text{vapor}}}{\frac{1}{2} \rho v_{\text{duct}}^2} > 1.45$$

  • At $8,000\text{ m}$ depth ($P_{\text{ambient}} \approx 800\text{ bar}$), cavitation is physically suppressed even at extreme exit velocities ($v &gt; 45\text{ m/s}$), allowing hyper-thrust sprint bursts with zero acoustic signature.

🗺️ Bathymetric Stratigraphy & Depth Biome Hierarchy

Depth (m)   Zone              Illumination   Pressure      Dominant Hazard / Subsystem Interaction
════════════════════════════════════════════════════════════════════════════════════════════════════
0m        ┌ Epipelagic      │ 100% Sunlight│ 1 atm       │ Surface weather, maritime radar detection
          │ (Sunlit)        │ λ = 400-700nm│             │
-200m     ├─────────────────┼──────────────┼─────────────┼──────────────────────────────────────────
          │ Mesopelagic     │ Twilight     │ 20 bar      │ Thermocline sound inversion layers,
          │ (Twilight)      │ λ = 475nm    │             │ counter-illuminating predators
-1,000m   ├─────────────────┼──────────────┼─────────────┼──────────────────────────────────────────
          │ Bathypelagic    │ 0% Solar     │ 100 bar     │ Complete darkness, heavy bioluminescence,
          │ (Midnight)      │ Biolum only  │             │ hull strain starts accumulating
-4,000m   ├─────────────────┼──────────────┼─────────────┼──────────────────────────────────────────
          │ Abyssopelagic   │ Pitch Black  │ 400 bar     │ Subzero brine pools, hydrothermal vents,
          │ (The Abyss)     │ 1.2°C water  │             │ magnetic field anomalies
-6,000m   ├─────────────────┼──────────────┼─────────────┼──────────────────────────────────────────
          │ Hadal Trench    │ Void         │ 800-1100 bar│ Hull crush zone, seismic trench collapses,
-11,000m  └ (The Hadal Zone)│ High Chem    │             │ Class-III Leviathan predatory hunting

🧩 Unity ECS Data-Oriented Memory Layout & SoA Architecture

To achieve absolute 0 B/frame GC allocation and cache-line saturation ($64\text{ bytes}$ per L1 cache line), all submarine physics entities are organized into Structure of Arrays (SoA) memory chunks:

// Unmanaged Component Architecture (Zero-Garbage Collection)
public struct SubmarineTelemetryChunk {
    public const int CAPACITY = 128; // Fits exactly into L2 cache allocation slices

    // Packed 64-byte aligned SIMD vectors
    public fixed float PositionX[CAPACITY];
    public fixed float PositionY[CAPACITY];
    public fixed float PositionZ[CAPACITY];

    public fixed float VelocityX[CAPACITY];
    public fixed float VelocityY[CAPACITY];
    public fixed float VelocityZ[CAPACITY];

    public fixed float HydrostaticPressureBar[CAPACITY];
    public fixed float HullStrainPermille[CAPACITY];
    public fixed float CoreTemperatureKelvin[CAPACITY];
    public fixed float BatteryChargeCoulombs[CAPACITY];
}
graph TD
    subgraph L1/L2 Hardware Cache Line Saturation
        A[SubmarineTelemetryChunk SoA Memory Block] -->|Streamed 64B Cache Line| B[Burst SIMD Vector Register]
        B -->|AVX-512 FMA Packed Instructions| C[Hydrodynamic Navier-Stokes Solver]
        C -->|Direct Unmanaged Memory Write| D[NativeArray Screen Buffer]
        D -->|Zero-Copy GPU Upload via GraphicsBuffer| E[DirectX 12 / Vulkan Command Queue]
    end
Loading

💥 Damage Propagation, Electrical Arcing & Bulkhead Flooding FSM

Damage in HECTON-8 is physically simulated across 6 isolated pressure compartments with cascading finite-state machine transitions:

stateDiagram-v2
    [*] --> Nominal_Operation
    
    Nominal_Operation --> Pressure_MicroStrain: Ambient Pressure > 600 bar
    Nominal_Operation --> Bulkhead_Puncture: External Kinetic Impact
    
    Pressure_MicroStrain --> Rivet_Failure: Strain > 75% Yield
    Rivet_Failure --> High_Pressure_Jet_Flooding: Seawater Ingress (800 bar)
    
    Bulkhead_Puncture --> High_Pressure_Jet_Flooding: Compartment Breach
    
    High_Pressure_Jet_Flooding --> Electrical_Arcing: Water contacts 400V Busbar
    High_Pressure_Jet_Flooding --> Emergency_Bulkhead_Seal: Auto/Manual Door Drop
    
    Electrical_Arcing --> Cockpit_Blackout: Main Breaker Trip
    Electrical_Arcing --> Electrolytic_Hydrogen_Fire: Gas Accumulation
    
    Emergency_Bulkhead_Seal --> Isolated_Flooded_Compartment: Loss of Module Volume
    Isolated_Flooded_Compartment --> Negative_Buoyancy_Sink: Weight > Ballast Capacity
    
    Electrolytic_Hydrogen_Fire --> Total_Hull_Rupture: Overpressure Explosion
    Negative_Buoyancy_Sink --> [*]: Hadal Floor Crush Depth
Loading
Compartment Volume ($m^3$) Critical Equipment Flooding Consequence Emergency Countermeasure
1. Bow Torpedo & Sonar Bay $45 ext{ m}^3$ Active Transceiver, Decoy Launchers Loss of forward acoustic visibility Seal Bulkhead Door Alpha
2. Command Cockpit $28 ext{ m}^3$ Pilot Helm, CRT Displays, Navigation Total loss of primary instrumentation Engage backup analog periscope & trim
3. Life Support & Berthing $34 ext{ m}^3$ $O_2$ Candle Rack, $ ext{CO}_2$ Scrubbers Rapid asphyxiation timer ($6 ext{ min}$) Don portable breathing apparatus (PBA)
4. Battery & Capacitor Bay $52 ext{ m}^3$ 400V DC Lithium-Iron Matrix Catastrophic chlorine/hydrogen gas arc Vent compartment to external vacuum duct
5. Reactor Containment $60 ext{ m}^3$ Molten Salt Pile, Heat Exchangers Thermal shock & steam overpressure Emergency boron injection & Scram
6. Aft MHD Propulsion Tunnel $48 ext{ m}^3$ Superconducting Coils, Lorentz Duct Total propulsion loss ($v = 0 ext{ m/s}$) Drop emergency solid lead keel ballast

📜 License / Лицензия

Protected under HECTON-8 Commercial Anti-Theft & Source-Available License (Copyright (c) 2026 Adolf Petushkov). Maintainers and AI research welcome!


🇷🇺 Краткое описание на русском

HECTON-8 — Deep Sea Noir / NASA-Punk 3D Выживание

HECTON-8 — это AA 3D-игра на выживание в атмосферном сеттинге Deep Sea Noir / NASA-Punk, разрабатываемая на движке Unity 6000.5 URP.

Технические Стандарты и Архитектура:

  1. Жёсткий Бюджет Производительности: Целевой показатель — 60 FPS (16.67 мс на кадр) и 0 B/frame GC-аллокаций в горячих циклах геймплея.
  2. Низкоуровневая Память и DOD: Использование компилятора Burst, неуправляемой памяти NativeMemory и Data-Oriented Design.
  3. Рендеринг и Масштабирование: Кастомные объёмные шейдеры океанской толщи воды в URP, непрерывная система GlobalQualityWeight для масштабирования от портативок с 2GB VRAM до Ultra PCVR.

🌐 Connected Ecosystem & Sister Projects

Part of the Адольф Петушков (Adolf Petushkov) open-source engineering ecosystem:

Project Domain Live Demo & Description
🦷 DENTE CRM Clinical AI Live Demo — Enterprise FDI odontogram, ICD-10 diagnostics & 3D DICOM
📡 StomChat Clinical AI Live Demo — Omni-channel dental operator chat dispatcher (WA/TG) & telemetry
🤖 Avito Dental AI Clinical AI Live Demo — Zero-hallucination lead intake bot with deterministic veto layer
🛡️ AgentRouter Dev Tools Live Demo — Claude Code CLI WAF bypass proxy, homoglyph sanitizer & config matrix
📊 Token Audit Dev Tools Live Demo — Real-time LLM token cost waterfall & cyberpunk chronicles
🎛️ Nexus Media Audio DSP Live Demo — Real-time Web Audio DSP, 60 FPS FFT visualizer & ambilight
📻 dvachbot Media Pipeline Live Demo — Async imageboard stream transcoder & Telegram publisher
🌊 Hecton-8 Game Engine Live Demo — NASA-punk deep sea noir submarine engine on Unity 6000 (0B GC)
🏢 Gigahrush Game Engine Live Demo — 2.5D DDA raycasting, cellular gas physics & Samosbor Web CLI
🌌 Starcluster Deep Tech Live Demo — 10,000-star N-body gravitational simulation & Keplerian economy
🧲 OOMMF Deep Tech Live Demo — Landau-Lifshitz-Gilbert 3D micromagnetic vector lattice
🍏 Macromac Automation Live Demo — macOS HID event injection, JSON macro schemas & CoreGraphics

👨‍💻 Author & Lead Architect

Адольф Петушков (Adolf Petushkov) — Game Engine Internals, Autonomous AI Systems, Zero-GC High-Concurrency Architecture.
GitHub: @marko1olo


👥 Синдикат Разработки

Разработано и поддерживается Жирняком и Адольфом Петушковым.

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NASA-Punk Deep Sea Noir Submarine Game Engine — Unity 6000 zero-GC Burst jobs, hydrostatic solvers, sonar shaders & acoustic thermoclines.

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