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---
id: wiki-2026-0508-preserving-state-in-procedural-w
title: Preserving State in Procedural Worlds
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [Procedural World Persistence, Seed-Based State]
duplicate_of: none
source_trust_level: A
confidence_score: 0.9
verification_status: applied
tags: [procedural-generation, game-dev, state, persistence]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
language: TypeScript
framework: any
---
# Preserving State in Procedural Worlds
## 매 한 줄
> **"매 infinite-world 의 finite-memory tradeoff"**. 매 Minecraft, No Man's Sky, Dwarf Fortress 매 procedural-generated world → 매 player modifications 매 persist 매 only-visited chunks. 매 seed + delta-overlay 의 standard pattern.
## 매 핵심
### 매 problem
- World 매 effectively infinite (2^64 seed space).
- Cannot store every chunk (memory + disk).
- But player modifications must survive.
### 매 standard pattern
1. Deterministic seed-based generator G(seed, x, y, z) → chunk.
2. Delta overlay D(x, y, z) → player edits relative to G.
3. On load: chunk = G(seed, ...) ⊕ D(...).
4. Disk: store only non-empty D entries.
### 매 응용
1. Sandbox games (Minecraft, Terraria).
2. Roguelikes (Dwarf Fortress, Caves of Qud).
3. Open-world MMOs (No Man's Sky regions).
## 💻 패턴
### Seed-based deterministic generator (Perlin/Simplex)
```ts
import { createNoise2D } from 'simplex-noise';
class WorldGen {
private noise2D: ReturnType<typeof createNoise2D>;
constructor(seed: number) {
const rng = mulberry32(seed);
this.noise2D = createNoise2D(rng);
}
height(x: number, z: number): number {
return Math.floor(64 + 32 * this.noise2D(x * 0.01, z * 0.01));
}
}
function mulberry32(a: number) { return () => { /* ... */ }; }
```
### Delta-overlay storage (sparse)
```ts
type ChunkKey = `${number},${number}`; // chunk coord
type BlockKey = `${number},${number},${number}`; // block coord within chunk
class DeltaStore {
private deltas = new Map<ChunkKey, Map<BlockKey, BlockId | null>>();
set(cx: number, cz: number, bx: number, by: number, bz: number, b: BlockId | null) {
const key: ChunkKey = `${cx},${cz}`;
let chunk = this.deltas.get(key);
if (!chunk) this.deltas.set(key, (chunk = new Map()));
chunk.set(`${bx},${by},${bz}`, b);
}
applyTo(cx: number, cz: number, generated: Block[][][]): Block[][][] {
const chunk = this.deltas.get(`${cx},${cz}`);
if (!chunk) return generated;
for (const [bk, b] of chunk) {
const [bx, by, bz] = bk.split(',').map(Number);
generated[bx][by][bz] = b ?? AIR;
}
return generated;
}
}
```
### Chunk persistence (NBT-style binary)
```ts
import { writeFile } from 'fs/promises';
import { gzipSync } from 'zlib';
async function saveChunk(cx: number, cz: number, store: DeltaStore) {
const data = store.deltas.get(`${cx},${cz}`);
if (!data || data.size === 0) return;
const buf = encodeNBT([...data.entries()]);
await writeFile(`world/c.${cx}.${cz}.dat`, gzipSync(buf));
}
```
### LRU chunk cache (memory bound)
```ts
import LRU from 'lru-cache';
const cache = new LRU<ChunkKey, Chunk>({ max: 256, dispose: (chunk, k) => persist(k, chunk) });
function getChunk(cx: number, cz: number): Chunk {
const key: ChunkKey = `${cx},${cz}`;
let c = cache.get(key);
if (!c) {
c = applyDeltas(generate(cx, cz), key);
cache.set(key, c);
}
return c;
}
```
### Player-modification log (event-sourced variant)
```ts
type Edit = { t: number; x: number; y: number; z: number; before: BlockId; after: BlockId };
const log: Edit[] = [];
function setBlock(x: number, y: number, z: number, after: BlockId) {
const before = world.get(x, y, z);
log.push({ t: Date.now(), x, y, z, before, after });
world.set(x, y, z, after);
}
// rebuild deltas by replaying log (audit + rollback)
```
## 매 결정 기준
| 상황 | Pattern |
|---|---|
| Few edits, infinite world | Seed + sparse delta |
| Heavy editing, finite world | Full chunk storage |
| Audit / rollback needed | Event-sourced log |
| Multi-player concurrent | Authoritative server + delta sync |
**기본값**: Seed + delta-overlay + LRU cache + on-demand disk persistence.
## 🔗 Graph
- 부모: [[Procedural-Generation]]
- 변형: [[Event Sourcing]]
- Adjacent: [[Perlin Noise]]
## 🤖 LLM 활용
**언제**: voxel/sandbox game architecture, infinite-world design, save-system design.
**언제 X**: linear-level games (use whole-state save).
## ❌ 안티패턴
- **Storing every chunk**: 매 disk explosion.
- **Non-deterministic generator**: 매 seed-replay 매 broken.
- **No LRU bound**: 매 OOM on long sessions.
## 🧪 검증 / 중복
- Verified (Minecraft Anvil format docs, Perlin noise paper, "Dwarf Fortress" GDC talks).
- 신뢰도 A.
## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — Procedural state preservation FULL with seed+delta pattern |