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Fastest server, best-looking graphics, greatest DX for the agents that build it. MIT. Gamers-first, not extraction-first.\n\nOpen-MMORPG is a **next-gen, open-source MMORPG core** — a clean, modern, horizontally-scalable engine plus a playable client and a hostable operator website. It's what AzerothCore/TrinityCore would be if it were built today: **original IP** (zero legal exposure), **data-driven** (operators extend without forking), and **AI-native** (agents write the code; players get AI companions).\n\n## ✨ Why it's different\n| | Open-MMORPG | Traditional WoW-like cores |\n|---|---|---|\n| IP | 100% original, AI-generated assets — MIT-safe to commercialize | emulates Blizzard data → latent legal risk |\n| Scale | horizontal from day 1, autoscaled shards, **no realm queues** | fixed realm caps, 20-year-old architecture |\n| Zones | **seamless**, no loading screens by design | retrofitted streaming |\n| Content | factions/classes/quests are **data** — extend without forking | hardcoded, fork-to-change |\n| Assets | open **glTF / heightmap / zstd** — any tool, any AI pipeline | closed MPQ/WMO/ADT, reverse-engineered tooling |\n| Players | **AI companion agents** via MCP | none |\n| World | reactive NPC/faction AI, weather, world feed (GTA-inspired) | scripted, static |\n| Stack | **Rust** end-to-end (server · client · tooling) | C++ core, mixed |\n\n## 🧱 What's in the box\n- **Server core** — Rust (tokio/axum), autoscaled zone shards, deterministic sim, UDP netcode.\n- **Game client** — Rust (Bevy), wgpu + PBR, streams open-format assets.\n- **Operator website** — Bun + SolidJS, dark-theme, i18n, fully brandable — every operator can host their realm's site out of the box.\n- **Companion MCP** — players attach their own AI agent to a bounded companion (never the main char).\n- **Modding** — Minecraft-datapack-style manifests; WASM/Lua scripts; add a faction with config + assets.\n\n## 📚 Documentation\n| Start here | For |\n|---|---|\n| [docs/initial-idea/](docs/initial-idea/README.md) | The founding spec — **what** we're building and **why** |\n| [docs/architecture/](docs/architecture/README.md) | The engineering design — **how** it's built (Rust-concrete) |\n| [CLAUDE.md](CLAUDE.md) | The project brain — the contract every AI agent reads first |\n\nKey decisions at a glance:\n- **Rust everywhere** — [initial-idea/03-tech-stack.md](docs/initial-idea/03-tech-stack.md)\n- **1M+ CCU sharding** — [architecture/02-server-topology.md](docs/architecture/02-server-topology.md)\n- **Anti-dupe contract** — [architecture/04-data-and-consistency.md](docs/architecture/04-data-and-consistency.md)\n- **Extensibility line** (compiled vs. data) — [architecture/05-ecs-and-scripting.md](docs/architecture/05-ecs-and-scripting.md)\n\n## 🤖 Built by AI agents\nThis repo is engineered so an AI coding agent ships production-quality work from the first prompt — the whole loop is **great DX → fast agents → more shipped**. Conventions, the exact commands, and where everything goes live in [CLAUDE.md](CLAUDE.md), following the [gold standards](../gold-standards-in-ai/README.md) for AI-first development. Humans review, steer, and operate; agents write the code.\n\n## 🚀 Status\n**Scaffolded \u0026 green.** The Cargo workspace (9 crates + 5 apps), the Bun/SolidJS operator website, the data-driven `content/` datapack, CI (fmt · clippy `-D warnings` · tests · web lint/typecheck/build), and the DX scripts are all in place and passing.\n\n```\nbin/setup      # fresh clone → ready (deps, build, docker)\nbin/dev        # boot gateway + shard + web\nbin/check      # the gate: fmt + clippy -D warnings + tests (+ web)\n```\n\n- **Game server base** — `apps/shard` (headless authoritative zone, deterministic tick loop) behind `apps/gateway` (edge/auth) and `apps/worldsvc` (cross-shard), powered by `crates/{sim,ecs-core,netcode,protocol,persistence,cache}`.\n- **Client** — `apps/client`, Linux-first, runs **headless or headful from one core** (deterministic, test- and agent-drivable).\n- **Operator website** — `apps/web`, the brandable site each operator hosts for their realm.\n- **Moddable by design** — factions/classes/quests are data in [`content/`](content/README.md); operators extend or fork the client without touching the compiled core.\n\nNext: deployment CI/CD (`.github/workflows/docker.yml` is the image-build base, currently manual). See [architecture/01-monorepo-layout.md](docs/architecture/01-monorepo-layout.md) and [CLAUDE.md](CLAUDE.md).\n\n## 📜 License\nMIT. Fork freely, commercial use welcome. We *ask* — never force — that meaningful improvements come back upstream, so we can build the best place for games together. → [initial-idea/01-legal-and-licensing.md](docs/initial-idea/01-legal-and-licensing.md)\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fdeveloperz-ai%2Fopen-mmorpg","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fdeveloperz-ai%2Fopen-mmorpg","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fdeveloperz-ai%2Fopen-mmorpg/lists"}