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🌊 HECTON-8 — NASA-Punk Deep Sea Noir 3D Submarine Engine

Live Surface PWA Ready AI Index C# Unity 6000 Zero GC

A hardcore submarine exploration and industrial extraction game engine set in abyssal hydrothermal trench environments. Built with Unity 6000, Universal Render Pipeline (URP), Burst-compiled physics jobs, and strict 0B GC hot paths.


🏛️ Engine Architecture & Job System

graph TD
    Input[Submarine Controls] -->|FixedUpdate| Hydro[Hydrodynamic Drag & Buoyancy Job]
    Hydro -->|NativeArray Float3| Sonar[Acoustic Pulse Raymarching (Burst)]
    Sonar -->|Bathymetric Echoes| Audio[Spatial Hydrophone Convolver]
    Sonar -->|Depth Buffer| URP[URP Volumetric Fog & Caustics Shader]
    URP --> Display[60 FPS Abyssal Viewport]
Loading

🔬 Core Engineering Invariants

  1. Zero Garbage Collection (0B GC): Complete avoidance of heap allocations in Update(), FixedUpdate(), and rendering pipelines using NativeArray<T> and struct blitting.
  2. Acoustic Bathymetry: Real-time Sound Velocity Profile (SVP) refraction simulation modeling SOFAR channels and thermocline boundary layers.
  3. Titanium Hull Stress Dynamics: Structural fatigue calculation under Hadal zone hydrostatic pressures (up to 110 MPa).
  4. NASA-Punk Visual Language: Analog instrumentation, CRT raster scanlines, monochrome phosphor displays, and heavy industrial submarine ergonomics.

👨‍💻 Lead Architect

Адольф Петушков (Adolf Petushkov) — Game Engine Internals & Zero-GC High-Concurrency Architecture.
GitHub: @marko1olo

About

NASA-Punk Deep Sea Noir Submarine Game Engine — Unity 6000 zero-GC Burst jobs, hydrostatic solvers, sonar shaders & acoustic thermoclines.

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