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Atlas Simulation Engine

The Atlas is a tick-based world simulation engine written in TypeScript, inspired by systems like Dwarf Fortress and procedural worldbuilders. It currently models geography and ecology only at generation of regions.

This project began as a freeform experiment and is slowly evolving into a structured engine designed for long-term extensibility, inspectable simulation state, and flexible interfaces (CLI, HTTP, or eventual UI).


🧠 Project Scope

  • Tick-driven simulation loop with configurable pace
  • World and Region management with structured typing
  • Geographical environments modeled with environmental bands (e.g., forest, reef, tundra)
  • Entity adjacency logic for neighbor-aware updates
  • Flora density and resource types per region
  • Zero graphics: CLI- and text-first by design

📦 Current Features

  • Atlas, World, and Region classes with interlinked state
  • Deferred neighbor connection system ("magnet" model)
  • JSON serialization for full world export
  • Save-to-file utility using project-root saves/ folder
  • Early prototype test world and ticking system

🔧 Planned Features

  • Biome-sensitive simulation logic (weather, ecology)
  • Actor-based entity system (households, creatures)
  • Optional front-end visualizer (React / Electron)
  • Lua-like scripting for world events or DM injection
  • Exportable worlds as reusable data artifacts
  • Internal HTTP server for sending live commands to the simulation

🚧 Status

This project is under active development, and is pre-alpha. File structure and architecture are now stable enough for commits. Earlier chaos has been intentionally left undocumented, but the present structure is the baseline for all forward progress.


🛠️ Getting Started

npm install
npm run dev

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Multi-layered world-building simulation engine

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