A full-stack .NET framework for building massively scalable open world games. Server, client, rendering, infrastructure — everything you need to go from zero to a seamless, distributed multiplayer world.
Every open world game hits the same walls. OFF solves them at the framework level so you can focus on your game, not your infrastructure.
Beyond 16km from origin, float32 precision causes visible jitter and physics errors. OFF uses a hierarchical coordinate system with BigInteger continent indices — no map boundary, no precision loss.
A single process can only handle so many players. OFF distributes continents across server processes that auto-cluster, auto-scale on demand, and transfer entities seamlessly across boundaries.
Build on Unity? Only Unity clients. OFF's server is pure .NET with no engine dependency. Connect from Unity, Unreal, web browsers, or custom clients — all through the same protocol.
Not just a server library. OFF provides the entire stack — from distributed server orchestration to GPU rendering in the browser.
Each continent runs as its own server process. Servers auto-discover neighbors, form clusters, and handle cross-server entity transfer with Zone-based ownership.
GPU-accelerated voxel raymarching with fog, shadows, LOD, and instanced entity rendering. Also supports Three.js and 2D Canvas renderers.
Client prediction, server reconciliation, entity interpolation, and optimistic actions. Binary WebSocket protocol with MemoryPack serialization.
Continents spin up when players approach and shut down when idle. The orchestrator manages lifecycle, provisioning, and state persistence automatically.
Define terrain, game rules, entity behaviors, and AI logic in JavaScript. Hot-reload, sandboxed execution, and a rich Host API (grid, noise, entities, world).
Save and restore entire world states — terrain, entities, scripts, player data. Binary snapshots with RLE compression (85MB → 3.5MB).
Generate terrain scripts and 3D structures from natural language prompts. LLM integration with Anthropic and OpenAI. Preview, apply, and persist.
Blazor WASM dashboard with real-time world visualization, server management, continent orchestration panel, performance stats, and admin controls.
Five complete scenarios ship with the framework. Each demonstrates different capabilities — use them as starting points or learning resources.
3D block sandbox with terrain generation, physics, scripting, and AI building
Combat, weapons, cross-server zombie pursuit, player stats
Grass → herbivore → predator food chain with thousands of AI agents
Boid flocking algorithm across distributed servers
Conway's Game of Life on a distributed grid
A 3-layer architecture separates engine-independent core from simulation runtime and game logic. Today it runs on a single machine; the same code scales to a distributed cluster.
Explore pre-generated voxel worlds, watch AI ecosystems evolve, and experience multi-server orchestration — all in your browser.
Launch Live DemoInterested in this project? Whether it's technical collaboration, licensing discussions, game development partnerships, or just want to chat about distributed game worlds — I'd love to hear from you.