Some things Veloren does differently
Summary
The article provides a deep dive into Veloren's architectural and design decisions, focusing on its ECS-based approach, unified Player/NPC model, the custom 'chonks' terrain system, and physically-based world generation with RTSim. It also discusses world pre-generation, one-world-space design, and measures to avoid invisible walls, illustrating how these choices support scalability and a coherent player experience in a multiplayer voxel game.