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    On this page
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    Server

    Documentation about the server architecture, tech stack and technical implementations

    article

    Overview

    Technical map of Bestia's server side — two independent Kotlin/Spring Boot services, how they split …

    article

    Server Architecture

    The zone-server/login-server split, the module layout of the bestia-behemoth monorepo, the boot …

    article

    Networking

    zone-server's Netty pipeline, the Envelope protobuf wire format, message dispatch from socket to …

    article

    Authentication

    How login-server issues a JWT (wallet-signature or dev static login) and how zone-server …

    article

    Entity Component System

    The hand-rolled ECS that runs the game loop — World, component stores, the parallel-wave scheduler, …

    article

    Artificial Intelligence

    The NPC AI pipeline in zone-server — GOAP chooses and sequences goals, behaviour trees carry each …

    article

    Battle System

    How an attack resolves today — context building, skill strategies, and status effects — and which …

    article

    Questing

    Design document for Bestia's quest system — dynamic quest generation, player-created quests, …

    article

    Economy Simulation

    Design document for an NPC-side economy — the World Treasury Director, the NPC gold pool, and the …

    article

    Townsfolk & Settlement Simulation

    Design document for inhabited settlements — the three simulation tiers, the deviation-based economy …

    article

    World Generation

    The worldgen pipeline that builds Bestia's terrain — 23 stages from plate tectonics through …

    article

    Scripting

    The real script-registry pattern behind skills, status effects, consumable items and equipment — …


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