Ishtaria

Overview

  • Vision
    • What Ishtaria is
    • What Ishtaria is not
    • Design principles
    • Platforms
  • Roadmap
  • Glossary

Architecture

  • Architecture overview
    • Building blocks
    • Distribution
  • Server
    • Sharding by cells
    • Tick rates
    • Process layout
  • Client
    • Large coordinates
    • Terrain
    • Avatar
    • Prediction
  • Simulation and persistent time
    • Levels of detail
    • Catch-up
    • Offline players
  • Persistence
    • Base world is a function
    • Stores
    • Economy ledger

Federation

  • Federation model
    • Separate planets, linked by portals
    • Portals as gameplay
    • Trust
    • Identity
    • Discovery
    • Moderation
    • Chat
  • Federation agreement
    • Example
    • Fields
  • Travel ticket and handover
    • Contents
    • Two-phase handover
    • Guests and offline players
  • Items and economy across worlds
    • The core risk
    • Provenance
    • Unknown item kinds
    • Currencies
    • Custom content packs

Operating a world

  • Installation
    • Packages
    • Adding the repository
    • Playing
    • Running a world
  • Configuration
    • Federation agreements

Development

  • Repositories
  • Building packages
    • Notes per repository
    • CI
  • Contributing

Decision records

  • Decision records
    • 0001 – Separate planets linked by portals
      • Context
      • Decision
      • Consequences
    • 0002 – Rust server and core, Godot client
      • Context
      • Decision
      • Consequences
    • 0003 – Debian packages, Linux only
      • Context
      • Decision
      • Consequences
    • 0004 – Licensing
      • Decision
      • Consequences
Ishtaria
  • Search


© Copyright 2026, Vítězslav Dvořák / VitexSoftware (CC BY-SA 4.0).

Built with Sphinx using a theme provided by Read the Docs.