OS
OUTBREAK SECTOR
BUILD 2026.10 // ZERO-LEAK RSC ISOLATION
DEPLOY TO SECTOR (/play)
NEXT.JS APP ROUTER + BABYLON.JS ES6 + WEBTRANSPORT AUTHORITATIVE CORE

TACTICAL LOW-POLY SURVIVAL IN THE SEVEROGRAD QUARANTINE.

Experience uncompromising DayZ-grade spatial inventory logistics, procedural High-Ready weapon wall avoidance, acoustic zombie perception, and wilderness campfire cooking inside an instant-loading browser runtime with zero texture payload bloat.

HOMEPAGE 3D PAYLOAD
0 BYTES
Pure RSC + prefetch={false}
SIMULATION TICK
60 Hz (16.67ms)
Deterministic Fixed-Step Core
SCENE DRAW CALLS
< 15 CALLS
Merged POIs + 4×4 ThinInstances
TEXTURE MAPS
0 TEXTURES
Color4 Vertex Albedo + Baked AO
CORE ARCHITECTURAL PILLARS

ENGINEERED FOR ZERO-REFACTOR MULTIPLAYER & 144 FPS

Decoupled headless SimulationCore, partitioned Zustand subscribeWithSelector bridge, and explicit ES6 @babylonjs/core submodules.

L_weapon Raycast + Depth Group 1

Procedural High-Ready Wall Avoidance

Kinematic capsule physics (r = 0.40m, minZ = 0.05m) paired with critically damped spring kinematics tilts long rifles upward (-65° pitch) when approaching walls, preventing barrel clipping and camera wall-peeking.

44×44px Cell Occupancy Engine

DayZ-Style 2D Spatial Matrix Inventory

Modular storage across Tactical Vest (4×3), Field Jacket (4×2), Cargo Pants (3×2), and Coyote Field Backpack (6×5). Supports 90° item rotation [R], Shift+Click first-fit slotting, and vicinity looting.

5-State FSM + 3 Archetypes

Acoustic & Optical Zombie Sensory AI

35 roaming Civilian Shamblers, High-Vis Runners, and Armored Military infected evaluate 85m rifle acoustic radii and 130° forward vision cones (cos 65° ≈ 0.4226) with wall occlusion raycasts.

Bleed Trauma + Real-Time Cooking

Wilderness Harvesting & Campfire Cooking

Staunch arterial bleeding stacks (1.8 HP/s drain) with 3.0s Sterile Bandage channels, harvest pine firewood with a Firefighter Axe, craft Campfire Kits, and sear Raw Venison over flickering embers.

4×4 Spatial Sector ThinInstances

Textureless HD Low-Poly Batching

Zero external image textures. All buildings, weapons, and trees encode surface albedo and baked ground-contact Ambient Occlusion into Color4 vertex buffers sharing a single frozen PBR material.

INetworkTransport + 60Hz Fixed Step

Refactor-Free Loopback Network Core

Pure headless TypeScript SimulationCore consumes serialized InputCommands at 60Hz while BabylonController interpolates transforms (lerp/slerp) at native 144Hz+ display refresh rates.

RECONNAISSANCE BRIEFING // 250M × 250M COMPACT SECTOR

THREE HIGH-RISK POINTS OF INTEREST

NORTH SECTOR (Z: +66m)

Military Checkpoint

Fortified guardhouse, armory annex, and sandbag barricades patrolled by Armored Military Infected (220 HP). High-tier crates spawn KA-74 rifles, 5.45mm tracer boxes, 6B47 helmets, and Coyote Field Backpacks.

CENTER SECTOR (Z: +6m)

Abandoned Clinic & General Store

Enterable low-poly urban structures flanking the central highway. Scavenge Sterile Field Bandages and M9 Pistols from the Clinic trauma cabinet, or Canned Beans and Venison from the Store.

SOUTH & PERIMETER (Z: -56m)

Logging Camp & Wilderness Forest

Forester hunting cabin, active stone campfire pit, and 4×4 spatially tiled pine forests. Harvest Firewood and Wooden Sticks with a Firefighter Axe to craft Campfire Kits and roast Venison Steaks.

DUAL-TRANSPORT NETWORK TOPOLOGY

AUTHORITATIVE LOBBY SERVERS & LOCAL LOOPBACK

LAUNCH INSTANT LOOPBACK SESSION
US-EAST // VIRGINIA
HTTP/3 WebTransport (QUIC)
14 ms38 / 40ONLINE
EU-CENTRAL // FRANKFURT
HTTP/3 WebTransport (QUIC)
22 ms40 / 40FULL
AP-EAST // TOKYO
WebTransport + WSS Fallback
48 ms29 / 40ONLINE
LOCAL AUTHORITATIVE LOOPBACK
In-Memory 60Hz Deterministic
0.1 ms1 / 1 (SOLO READY)INSTANT DEPLOY