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HECTON-8 Banner

HECTON-8 — Deep Sea Noir / NASA-Punk 3D Survival Game

GitHub Pages Deploy GitHub Pages Unity C# Performance Target Shaders License Status

AA Deep Sea Noir / NASA-Punk 3D survival game built on Unity 6000.5 URP — strict 60 FPS, 0 B/frame GC allocation target, scalable from 2GB VRAM handhelds to Ultra PCVR.


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🌊 Visual References — The World of HECTON-8

These images capture the visual target — the underwater world HECTON-8 is being built toward.

Surface vista — alien ocean with gas giant, NASA research station and exotic flora

Surface vista: alien coastline, NASA-punk research outpost, gas giant on the horizon


Shallow underwater coral reef with ancient ruins Deep bioluminescent zone with alien flora
Shallow zone — coral reefs, warm light, ancient structures Deep zone — bioluminescent alien flora, darkness, danger

🎨 Concept Illustrations

Bioluminescent underwater research base

The deep sea NASA research station — bioluminescent flora surrounds the abandoned complex


Player in NASA-punk suit facing a deep sea leviathan Looking up from the deep — gas giant through ocean surface
Player encounter — NASA suit vs deep sea leviathan Looking up from the abyss — the gas giant through water

Abyssal trench descent — submarine in underwater canyon NASA-punk submarine cockpit HUD interface
Abyssal trench — descending into the unknown canyon Submarine cockpit — telemetry HUD, depth gauge, oxygen

Architectural Overview

graph TD
    A[Unity 6000.5 URP Runtime Engine] --> B[Custom Volumetric Ocean Shader Pipeline]
    A --> C[Burst-Compiled C# Systems DOD]
    C --> D[NativeMemory Unmanaged Collections]
    C --> E[0 B/frame GC Hot-Path Loop]
    B --> F[Continuous GlobalQualityWeight Scaler]
    F --> G[Target Profiles: 2GB Handheld to Ultra PCVR]
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Component Matrix

Component / Path Technology / Subsystem Primary Responsibilities
Assets/ C# Unity Engine Code & Assets Core gameplay scripts, DOD systems, ScriptableObject definitions, URP Shaders
ProjectSettings/ Unity Engine Settings Editor configuration, quality levels, package dependency manifest, URP assets
AGENTS.md Authority & Process Control System mandates, Hecton-8 build preflight rules, CPU allocation gates
PROJECT_BIBLES.md Domain Bibles Index Visual style guidelines, performance budget specs, rendering mandates
VISION_LOCKS.md Product Direction Scope boundaries, gameplay pillars, NASA-Punk / Deep Sea Noir aesthetic standards

🏗️ Submarine Engine Architecture (Unity 6000 URP)

graph TD
    Input[🎮 Hydro Controls] --> Core[⚙️ Submarine Main Loop]
    Core --> Physics[🌊 Hydro-X Buoyancy Engine]
    Core --> Terrain[🗺️ MapMagic 2 Chunk Manager]
    Terrain --> Voxel[🧊 Voxel Mesh Generator]
    Physics --> Telemetry[📊 Zero-GC Telemetry HUD]
    Core --> Render[🎨 Unity 6000 URP Shaders]
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⚡ Technical Performance Budgets

Metric Budget / Actual Status
Target Frame Rate 60 FPS Constant 🎮 PASS
Garbage Collector Allocations 0 B / frame (Zero-GC) ⚡ OPTIMIZED
VRAM Memory Footprint < 2.2 GB VRAM 🟢 STABLE
Chunk Generation Latency < 12ms / chunk 🚀 FAST

🚀 Technical Standards & Architecture

  • Performance Budget: Strict 60 FPS (16.67 ms frame budget), 0 B/frame GC allocation in gameplay hot-paths.
  • 🌊 Deep Sea Rendering: Custom URP volumetric ocean shaders, photic underwater lighting, and procedural sea floor.
  • 🎮 Platform Portability: Scalable continuous GlobalQualityWeight architecture targeting 2GB VRAM handhelds up to Ultra PCVR.
  • 📦 Unmanaged Memory: Burst-compiled C#, NativeMemory collections, and Data-Oriented Design (DOD).

📜 License / Лицензия

Protected under HECTON-8 Commercial Anti-Theft & Source-Available License (Copyright (c) 2026 Adolf Petushkov). Maintainers and AI research welcome!


🇷🇺 Краткое описание на русском

HECTON-8 — Deep Sea Noir / NASA-Punk 3D Выживание

HECTON-8 — это AA 3D-игра на выживание в атмосферном сеттинге Deep Sea Noir / NASA-Punk, разрабатываемая на движке Unity 6000.5 URP.

Технические Стандарты и Архитектура:

  1. Жёсткий Бюджет Производительности: Целевой показатель — 60 FPS (16.67 мс на кадр) и 0 B/frame GC-аллокаций в горячих циклах геймплея.
  2. Низкоуровневая Память и DOD: Использование компилятора Burst, неуправляемой памяти NativeMemory и Data-Oriented Design.
  3. Рендеринг и Масштабирование: Кастомные объёмные шейдеры океанской толщи воды в URP, непрерывная система GlobalQualityWeight для масштабирования от портативок с 2GB VRAM до Ultra PCVR.

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HECTON-8 — Submerge NASA-Punk Deep Sea Unity 6000 Engine & Interactive Showcase

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