The Living World
A web game whose map is a real place. The backend pulls a square of OpenStreetMap data once, turns it into an ECS world, and serves it to a PixiJS client that renders it as a vector map.
This is the first iteration: world generation and rendering only, no gameplay yet.
Stack
| Piece | Choice |
|---|---|
| Backend | .NET 10, ASP.NET Core minimal APIs |
| World model | Arch ECS |
| Map data | OpenStreetMap via the Overpass API |
| Frontend | PixiJS 8 + TypeScript + Vite |
| Orchestration | .NET Aspire 13 |
| Storage | Plain files under data/ |
Running it
On Windows, double-click run.cmd or run it from a terminal:
run.cmd
Anywhere else, or if you prefer the CLI directly:
dotnet run --project src/TheLivingWorld.AppHost
Aspire starts the API, runs npm install for the client, launches the Vite dev server, and prints a dashboard
URL. Open the web endpoint from the dashboard: the main menu lists existing worlds and lets you create a new
one. Enter coordinates and press Generate world, then open a ready world to explore the map.
The default coordinates are Robert Lee, Texas (31.8966010, -100.4858591) — a small town that generates in a
few seconds.
To run the two halves separately instead:
dotnet run --project src/TheLivingWorld.Api
npm --prefix src/TheLivingWorld.Web run dev
Tests — the backend under xUnit, the client under Vitest:
dotnet test
npm --prefix src/TheLivingWorld.Web test
The client tests cover the pure half of the renderer: geometry helpers, camera maths, layer ordering and the
palettes. Modules that hold PixiJS values are deliberately kept out of them, which is why layers.ts imports
Container as a type only and the container construction lives in mapView.ts — the ordering rules stay
testable without a browser.
How a world is made
- Fetch.
OverpassClientposts one bounding-box query to Overpass and streams the response intodata/osm-cache/<hash>.json. The hash covers the query text, so the same box is never downloaded twice and editing the query invalidates the cache. Public mirrors are tried in order, with retries. - Project.
LocalProjectionflattens WGS84 onto a metric plane centred on the requested point: X east, Y north, both in metres. Over a 20 km square the error stays under a metre, and distances are directly usable as game units — which Web Mercator would not give. - Import.
OsmWorldBuilderreads each element's tags, decides what it is, and creates one ECS entity per feature. Multipolygon relations are stitched into rings byRingAssembler; everything is clipped to the world square byGeometryClipper, so a highway crossing town does not drag geometry 40 km off the map. Lines are then cut again at chunk boundaries — a road that spans the map becomes one entity per chunk it crosses, which is what keeps a chunk's extent close to its own square. Neighbouring pieces overlap by a metre and a half so the seam is covered rather than left as a hairline gap. - Systems.
ComputeBoundsSystemfills each entity's extent,AssignChunksSystembuckets it into the chunk grid. - Export.
ChunkExporterwalks the ECS world and writes one JSON file per chunk, plus an index.
The ECS shape
Geometry does not live in components. ShapeStore holds the vertex arrays and components carry an integer
handle, which keeps component data blittable and archetype chunks dense.
| Component | Meaning |
|---|---|
OsmSource |
Which OSM element this came from |
Outline / Holes |
Closed ring and the rings cut out of it |
Polyline |
Open centreline, for roads and streams |
Bounds / InChunk |
Cached extent and spatial bucket, filled in by systems |
Building |
Kind, height, levels |
Road |
Class, width, lanes, bridge/tunnel/oneway flags |
AreaFeature / Water |
Land cover and water classification |
DisplayName |
The name tag |
There are no simulation systems yet — the pipeline is the two passes above. Gameplay systems slot in beside them without reworking the data model.
HTTP API
| Endpoint | Purpose |
|---|---|
POST /api/worlds |
Start generating a world. Returns immediately with status: "pending"; 409 when the slot budget is full |
GET /api/worlds |
{ worlds, maxConcurrentWorlds } — list plus the server slot budget, with live status for anything still generating |
GET /api/worlds/{id} |
Status of one world |
GET /api/worlds/{id}/map |
Metadata plus the chunk index |
GET /api/worlds/{id}/chunks/{x}/{y} |
One chunk of geometry |
GET /api/worlds/{id}/weather |
The weather field over the map: an 8×8 grid of samples, row-major from the south-west corner |
PATCH /api/worlds/{id}/clock |
Pause / resume or set speed (timeScale 1–4). Body: { paused?, timeScale? } |
DELETE /api/worlds/{id} |
Remove a world and its chunks |
GET /api/climates |
The climate catalogue for the create form, with the latitude band each preset is the default for |
state.json and the API do not share a type. StoredWorldDto holds what the simulation needs to resume — the
last tick stamp and the drifting pressure systems — and WorldSummaryDto holds what clients see. The only way
from one to the other is ToSummary(), so a new endpoint cannot publish the internals by forgetting to strip
them; the wire type has no field that could carry them.
Generation takes tens of seconds — mostly waiting on Overpass — so POST returns straight away and the client
polls for status. Only one generation runs at a time, to stay a good citizen on the shared Overpass mirrors.
The number of worlds that may exist at once is capped by WorldStorage:MaxConcurrentWorlds (today that means
folders on disk; later the same budget will limit concurrent simulation).
Climate and weather
Each world picks one of twelve Köppen-lite climates at creation. Leave it out and the server guesses from the
latitude; the create form previews that guess using the band limits GET /api/climates returns, so the rule
lives in exactly one place. Three presets — tropical monsoon, cold steppe and highland — depend on
continentality or altitude rather than latitude, so they are never guessed and have to be chosen.
Weather is a hybrid: the climate gives a deterministic baseline (seasonal curve, daily curve, wet season), and a handful of pressure systems drift across the map on top of it as ECS entities, fading in and out. Cloud, rain, wind and the apparent temperature all fall out of that field, which is why a front visibly crosses the map instead of the whole world flipping from sunny to wet at once. Systems drift at a fixed rate in normalised world space rather than a real one: a genuine front crosses ten kilometres in minutes, which at five game minutes per real second would be a flicker.
The drifting systems are persisted in state.json so a restart resumes the sky it had. Come back after more
than a game day away and the model rolls a fresh sky for the season instead — stepping days of drift in one
jump is not a simulation, it is a teleport.
Time does not run without limit while nobody is here. A world banks at most Simulation:MaxCatchUpGameHours
of in-world time per step, so a host that was down for a week wakes its worlds a day older rather than years.
Worlds nobody is looking at also tick lazily, on Simulation:IdleTickSeconds instead of every pass. That
costs no accuracy — a step is driven by the wall time since that world last ticked, so one long step and
fifty short ones land on the same game time — and reading a world brings it current before answering, which
keeps the work proportional to how much anyone is actually watching.
Snow is the one part of the weather with memory. Everything else is a function of the current instant, but you cannot tell how deep the snow lies without knowing what the sky did for the last few days, so it is integrated as the world ticks and stored alongside the pressure systems. A world created in a Siberian January starts under snow rather than waiting for the first fall.
GET /api/worlds/{id} carries the weather at the middle of the map for the HUD; the full grid is a separate
call, because the world list would otherwise haul sixty-four samples per world on every poll.
Geometry travels as flat [x0, y0, x1, y1, …] arrays of world metres, which is exactly what PixiJS
Graphics.poly() accepts, so the client never reshapes it. Responses are compressed; chunk files are written
in wire format and streamed straight from disk.
The client
The app opens on a full-screen main menu: a list of worlds with a slot counter, the create form, and theme controls. Opening a ready world switches to the map screen (back button returns to the menu). PixiJS is initialised on first open and kept alive across visits.
MapView owns one scaled container holding the layer stack from layers.ts, plus a screen-space layer for
place names above it. Camera is the only place the Y flip lives; everything else thinks in map coordinates.
Layers are global, not per chunk. Every chunk paints into the same ordered set of containers rather than into a container of its own. That is what makes junctions correct: with per-chunk containers the ordering would only hold inside a chunk, so a side street loaded after a trunk road would paint straight over it wherever the two meet. Roads are sorted into importance bands — tunnel, minor, local, secondary, major, bridge — and within each band every casing goes down before any fill, so the fills merge into one continuous surface. Land cover gets the same treatment in three bands: zoning blocks, natural cover, then parks and pitches.
ChunkManager fetches chunks as the camera reaches them and drops their graphics once they are well out of
view, keeping the parsed data cached so panning back is instant. When a chunk is redrawn — a zoom step or a
theme switch — the new set fades in over the old one rather than replacing it outright.
Detail thins out as you zoom away: footpaths disappear first, then small buildings, and stroke widths gain a floor so hairlines stay visible. At street level the map picks up the things that only read close up:
- buildings extrude, with walls drawn down from every footprint edge to a roof lifted by the building's height
- footways, paths, steps and cycleways switch to dashed lines so they never read as pale streets
- railways become a dark bed with light sleepers dashed over it
- one-way streets grow chevrons pointing the way traffic runs
- gentle bends in roads and watercourses are rounded off by Chaikin corner cutting; corners sharper than 50° are left alone, because a gridded town is full of genuine right angles
WeatherLayer sits over the map in screen space, so the weather does not slide about when you pan. Below the
place names goes a wash: a colour for the time of day, interpolated from the sun's elevation through golden
hour, dusk and night, greyed down by cloud while the sun is up; then white for lying snow; then a pale haze
for fog, blizzards and sandstorms. Above the names falls the precipitation — slanted streaks for rain,
drifting dots for snow — leaning downwind at a slant taken from the local wind and capped so a gale still
looks like weather rather than a barcode. The whole thing is read from the server grid under the middle of
the screen, so panning towards a front walks into the rain.
The maths lives in sky.ts and weatherField.ts, which import no PixiJS and are unit-tested; weatherLayer.ts
only knows how to paint the result. A dark theme pulls the night wash back rather than switching it off,
because the map is already drawn dark and dusk still has to feel like dusk.
Place names are drawn in screen space so text keeps a constant size at every zoom, and the work is split in
two. labelPlacement.ts decides which names to show: candidates are ranked — water bodies first, then
arterials, then land cover, then side streets — and placed greedily, dropping anything that would overlap a
label already placed, or any street name too long for the road it belongs to. Because a road is split across
chunks, the pieces are folded back together by OSM id so a street gets one label rather than one per chunk.
That pass runs on the same slow timer as chunk bookkeeping. LabelLayer then moves the chosen labels to
follow the camera every frame, which is nearly free — without that split they lag a fast pan by up to a tenth
of a second and snap back when the next placement lands.
Both palettes live in theme.ts and nothing else in the renderer names a colour. Switching theme changes the
render profile key, which is the same signal a zoom change uses, so every loaded chunk redraws through the
usual dissolve instead of a special case. The page chrome follows via a data-theme attribute.
Configuration
src/TheLivingWorld.Api/appsettings.json:
WorldStorage:RootDirectory— where generated worlds go (defaultdata/worlds)WorldStorage:MaxConcurrentWorlds— how many worlds may exist at once (default8)Simulation:MaxCatchUpGameHours— in-world time a world may bank per step, so downtime does not cost years (default24;0removes the limit)Simulation:IdleAfterSeconds— how long after the last request a world stops counting as watched (default20)Simulation:IdleTickSeconds— tick spacing for unwatched worlds (default5)Osm:Endpoints— Overpass mirrors, tried in orderOsm:CacheDirectory— raw Overpass responses (defaultdata/osm-cache)Osm:QueryTimeoutSeconds/Osm:RequestTimeoutSeconds— server-side and client-side budgets
Relative paths resolve against the API's content root. Everything under data/ is reproducible from
coordinates and is not committed.
Known limits
- The Overpass response is parsed in one pass rather than streamed. Fine for the small towns this targets; a dense 20 km city would want a streaming reader.
- Lines are split at chunk boundaries, but polygons are not: a large forest or landuse block still belongs whole to the chunk holding the centre of its extent and overhangs its neighbours. The exported chunk bounds are widened to match and the client culls against those. Splitting polygons too would risk hairline seams between the filled pieces.
- Building extrusion is a flat fake — walls swept in one fixed direction, no perspective and no roof shapes.
- Labels are placed along a straight line at the middle of a road, not curved along its path, so a name on a sharply bending street sits at the average angle rather than following it.