Documentation about the server architecture, tech stack and technical implementations
Overview
Technical map of Bestia's server side — two independent Kotlin/Spring Boot services, how they split …
Server Architecture
The zone-server/login-server split, the module layout of the bestia-behemoth monorepo, the boot …
Networking
zone-server's Netty pipeline, the Envelope protobuf wire format, message dispatch from socket to …
Authentication
How login-server issues a JWT (wallet-signature or dev static login) and how zone-server …
Entity Component System
The hand-rolled ECS that runs the game loop — World, component stores, the parallel-wave scheduler, …
Artificial Intelligence
The NPC AI pipeline in zone-server — GOAP chooses and sequences goals, behaviour trees carry each …
Battle System
How an attack resolves today — context building, skill strategies, and status effects — and which …
Questing
Design document for Bestia's quest system — dynamic quest generation, player-created quests, …
Economy Simulation
Design document for an NPC-side economy — the World Treasury Director, the NPC gold pool, and the …
Townsfolk & Settlement Simulation
Design document for inhabited settlements — the three simulation tiers, the deviation-based economy …
World Generation
The worldgen pipeline that builds Bestia's terrain — 23 stages from plate tectonics through …
Scripting
The real script-registry pattern behind skills, status effects, consumable items and equipment — …