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World Explorer 3D — Release v1.1.0

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@RRG314 RRG314 released this 10 Feb 05:13
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World Explorer 3D — Release v1.1.0

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Release date: 2026-02-10
Previous release: v1.0.0
 

What’s New Since v1.0.0

 
This release focuses on deterministic world quality, performance stability, and space-layer polish.
 

🌍 RDT-Powered Deterministic World Generation (New)

  • Added a new js/rdt.js utility that computes location complexity and deterministic seeds from geography.
  • Procedural visuals now stay consistent for the same location across reloads (windows, building variation, road texture variation), improving visual coherence and reducing “random jitter” between sessions.
  • Added built-in RDT self-tests to catch regressions in complexity calculations.
     

🎨 Better Graphics Consistency

  • Visual variation is now generated via seeded randomness rather than fully non-deterministic values.
  • Net effect: neighborhoods keep their own style while rendering more reliably from one run to the next.
     

🚀 Solar System / Space Flow Improvements

  • Continued refinements to environment transitions and cleanup logic across Earth, space flight, and Moon states.
  • Better stability during city/environment switches and long sessions.
     

⚙️ Performance & Runtime Stability

  • World loading now uses RDT complexity to adapt query behavior for dense vs sparse areas.
  • Physics road proximity checks now use adaptive throttling with safety overrides for high-speed and recovery scenarios.
  • Added cache invalidation hooks during location reloads and major mode transitions to prevent stale road proximity state.
     

Comparison Snapshot

 

v1.0.0 introduced

  • codebase as single-file architecture.
  • Initial solar system/space-flight/moon traversal stack.
  • Core multi-environment switching and major stability fixes.
     

v1.1.0 builds on that with

  • Architecture milestone: the project has been fully restructured from a large single-HTML implementation into a modular multi-file engine architecture.
  • Deterministic procedural generation infrastructure (RDT).
  • Better graphics consistency per location.
  • Adaptive performance logic tied to location complexity.
  • Additional transition/cleanup hardening for Earth ↔ Space ↔ Moon flow.
     

Notes

  • No breaking API changes expected for end users.
  • Existing controls and gameplay loops remain intact.