World system

Generated as you move.

Chunks are created around the player, meshed for the GPU, and retired when they are no longer useful. The point is a world that feels present without forcing a server into the loop.

Terrain

Perlin noise and structure passes produce forests, beaches, ridges, wetlands, caves, towers, cabins, and ruins.

Materials

Stone, ore, dirt, wood, leaves, wool, glass, glow blocks, water, and utility blocks all stay available from the creative loop.

Live simulation

Day-night movement, water behavior, dynamic light, pickups, and mobs give the terrain enough response to feel playable.