The Open World Game Framework

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.

Distributed Server Clustering WebGPU & Three.js Rendering Engine-Independent Ready-to-Run Demos
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The Problem

Building open worlds is hard

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.

Precision

Float breaks at scale

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.

Scalability

One server isn't enough

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.

Lock-in

Tied to one engine

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.

What's Included

Full stack, batteries included

Not just a server library. OFF provides the entire stack — from distributed server orchestration to GPU rendering in the browser.

🌐

Distributed Clustering

Each continent runs as its own server process. Servers auto-discover neighbors, form clusters, and handle cross-server entity transfer with Zone-based ownership.

🎮

WebGPU Rendering

GPU-accelerated voxel raymarching with fog, shadows, LOD, and instanced entity rendering. Also supports Three.js and 2D Canvas renderers.

📡

Real-Time Netcode

Client prediction, server reconciliation, entity interpolation, and optimistic actions. Binary WebSocket protocol with MemoryPack serialization.

On-Demand Scaling

Continents spin up when players approach and shut down when idle. The orchestrator manages lifecycle, provisioning, and state persistence automatically.

🧩

JavaScript Scripting

Define terrain, game rules, entity behaviors, and AI logic in JavaScript. Hot-reload, sandboxed execution, and a rich Host API (grid, noise, entities, world).

💾

World Persistence

Save and restore entire world states — terrain, entities, scripts, player data. Binary snapshots with RLE compression (85MB → 3.5MB).

🤖

AI World Generation

Generate terrain scripts and 3D structures from natural language prompts. LLM integration with Anthropic and OpenAI. Preview, apply, and persist.

📊

Dashboard & Monitoring

Blazor WASM dashboard with real-time world visualization, server management, continent orchestration panel, performance stats, and admin controls.

Built-in Demos

Start from working examples

Five complete scenarios ship with the framework. Each demonstrates different capabilities — use them as starting points or learning resources.

🧱

VoxelWorld

3D block sandbox with terrain generation, physics, scripting, and AI building

🧟

ZombieSurvival

Combat, weapons, cross-server zombie pursuit, player stats

🌿

EcoSystem

Grass → herbivore → predator food chain with thousands of AI agents

💠

ParticleSwarm

Boid flocking algorithm across distributed servers

🟩

GameOfLife

Conway's Game of Life on a distributed grid

Architecture

Designed to scale from laptop to cluster

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.

Layer 3 — Games ────────────────────────────────────────── VoxelWorld · ZombieSurvival · EcoSystem · Your Game Layer 2 — Simulation Runtime (Arch ECS) ────────────── BaseSimulation · Zone System · AoI Filtering Inventory · AI Components · WorldClock · Physics Layer 1 — Framework Core (pure .NET, no engine) ──────── BigInteger2 Coordinates · Networking (TCP + WebSocket) Server Clustering · World Persistence · Orchestration ────────────────────────────────────────────────────────── Clients: Blazor WASM (WebGPU/Three.js) · Unity DOTS · Any TCP/WS client
Current

Single Machine, Multi-Process

  • LobbyServer orchestrates GameServer processes
  • On-demand continent provisioning
  • WebSocket proxy through single endpoint
  • Docker deployment with auto-TLS
Roadmap

Distributed Cluster

  • Multi-machine server clustering (Redis/etcd)
  • Remote GameServer nodes with auto-discovery
  • Load balancing & failover
  • NuGet SDK for third-party scenarios

See it running

Explore pre-generated voxel worlds, watch AI ecosystems evolve, and experience multi-server orchestration — all in your browser.

Launch Live Demo
Contact

Let's connect

Collaboration & Inquiries Welcome

Interested 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.