{"id":27,"date":"2026-06-23T02:06:54","date_gmt":"2026-06-23T02:06:54","guid":{"rendered":"https:\/\/minethelia.com\/?page_id=27"},"modified":"2026-06-24T19:59:51","modified_gmt":"2026-06-24T19:59:51","slug":"minethelia","status":"publish","type":"page","link":"https:\/\/minethelia.com\/en\/","title":{"rendered":"MINETHELIA"},"content":{"rendered":"<!-- ===== PAGE LOADER ===== -->\n<div class=\"mine-loader\">\n\t<div class=\"mine-loader-cube\"><\/div>\n\t<div class=\"mine-loader-text\">Loading\u2026<\/div>\n<\/div>\n<!-- ===== HERO SECTION ===== -->\n<section class=\"mine-hero\" id=\"home\">\n    <div class=\"mine-hero-bg\">\n        <img decoding=\"async\" src=\"\/wp-content\/themes\/minethelia\/assets\/images\/logos\/banni\u00e8re.jpg\" alt=\"Minethelia World\">\n    <\/div>\n    <div class=\"mine-hero-content\">\n        <div class=\"mine-hero-badge\">\n            <span>New \u00b7 Voxel Sandbox RPG<\/span>\n        <\/div>\n        <h1 class=\"mine-hero-title\">\n            Explore. Survive. Create.\n        <\/h1>\n        <p class=\"mine-hero-subtitle\">\n            Dive into an infinite voxel world generated procedurally. Survival, exploration, farming, metallurgy, seasons, and skill\u2011based progression in a living ecosystem.\n        <\/p>\n        <div class=\"mine-hero-buttons\">\n            <a href=\"#download\" class=\"mine-btn mine-btn-primary\">\n                \u25b6 In Development\n            <\/a>\n            <a href=\"#features\" class=\"mine-btn mine-btn-secondary\">\n                Discover\n            <\/a>\n        <\/div>\n        <div class=\"mine-hero-stats\">\n            <div class=\"mine-stat\">\n                <div class=\"mine-stat-number\" data-target=\"10\">0<\/div>\n                <div class=\"mine-stat-label\">Biomes<\/div>\n            <\/div>\n            <div class=\"mine-stat\">\n                <div class=\"mine-stat-number\" data-target=\"18\">0<\/div>\n                <div class=\"mine-stat-label\">Skills<\/div>\n            <\/div>\n            <div class=\"mine-stat\">\n                <div class=\"mine-stat-number\" data-target=\"172\">0<\/div>\n                <div class=\"mine-stat-label\">Blocks<\/div>\n            <\/div>\n            <div class=\"mine-stat\">\n                <div class=\"mine-stat-number\" data-target=\"522\">0<\/div>\n                <div class=\"mine-stat-label\">3D Models<\/div>\n            <\/div>\n        <\/div>\n    <\/div>\n    <div class=\"mine-scroll-indicator\">\n        <svg viewbox=\"0 0 24 24\"><path d=\"M7 10l5 5 5-5z\"><\/path><\/svg>\n    <\/div>\n<\/section>\n <script>\n(function() {\n    var counters = document.querySelectorAll('.mine-stat-number');\n    var animated = false;\n \n    function animateCounters() {\n        if (animated) return;\n        animated = true;\n        counters.forEach(function(el) {\n            var target = parseInt(el.getAttribute('data-target'), 10);\n            var duration = 2000;\n            var start = 0;\n            var startTime = null;\n \n            function step(timestamp) {\n                if (!startTime) startTime = timestamp;\n                var progress = Math.min((timestamp - startTime) \/ duration, 1);\n                var current = Math.floor(progress * (target - start) + start);\n                el.textContent = current;\n                if (progress < 1) {\n                    requestAnimationFrame(step);\n                } else {\n                    el.textContent = target;\n                }\n            }\n            requestAnimationFrame(step);\n        });\n    }\n \n    var observer = new IntersectionObserver(function(entries) {\n        entries.forEach(function(entry) {\n            if (entry.isIntersecting) {\n                animateCounters();\n            }\n        });\n    }, { threshold: 0.3 });\n \n    var statsSection = document.querySelector('.mine-hero-stats');\n    if (statsSection) {\n        observer.observe(statsSection);\n    } else {\n        animateCounters();\n    }\n})();\n<\/script>\n\n\n\n<!-- ===== VIDEO SECTION ===== -->\n<section class=\"mine-gameplay\" id=\"video\">\n    <div class=\"mine-section-header\">\n        <div class=\"mine-section-tag\">Presentation<\/div>\n        <h2 class=\"mine-section-title\">Explanatory video of the game<\/h2>\n    <\/div>\n    <div class=\"mine-video-wrapper\">\n        <iframe id=\"gameplay-video\" src=\"https:\/\/www.youtube.com\/embed\/Y3PE6gol-P4\" title=\"Explanatory video of the game\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen=\"\" loading=\"lazy\"><\/iframe>\n        <script>\n            (function() {\n                var lang = document.documentElement.lang || '';\n                if (lang.indexOf('fr') === -1) {\n                    document.getElementById('gameplay-video').src = 'https:\/\/www.youtube.com\/embed\/Ws98AnJ3hD0';\n                }\n            })();\n        <\/script>\n    <\/div>\n<\/section>\n\n\n\n<!-- ===== FEATURES SECTION ===== -->\n<section class=\"mine-section\" id=\"features\">\n\t<div class=\"mine-section-header\">\n\t\t<div class=\"mine-section-tag\">Features<\/div>\n\t\t<h2 class=\"mine-section-title\">A living and infinite world<\/h2>\n\t\t<p class=\"mine-section-desc\">\n\t\t\tMinethelia combines survival, exploration, and deep simulation in a dynamic world with systems that interact with each other.\n\t\t<\/p>\n\t<\/div>\n\t<div class=\"mine-features-grid\">\n\t\t<div class=\"mine-feature-card\">\n\t\t\t<div class=\"mine-feature-icon\">\n\t\t\t\t<svg viewbox=\"0 0 24 24\"><path d=\"M12 2L2 7l10 5 10-5-10-5zM2 17l10 5 10-5M2 12l10 5 10-5\"><\/path><\/svg>\n\t\t\t<\/div>\n\t\t\t<h3 class=\"mine-feature-title\">Infinite Procedural World<\/h3>\n\t\t\t<p class=\"mine-feature-desc\">OpenSimplex2 noise terrain with height, caves, and biomes. Dynamic chunk streaming.<\/p>\n\t\t\t<ul class=\"mine-feature-list\">\n\t\t\t\t<li>10 unique biomes<\/li>\n\t\t\t\t<li>Deep organic caves<\/li>\n\t\t\t\t<li>Rivers and oceans<\/li>\n\t\t\t\t<li>Optimized greedy meshing<\/li>\n\t\t\t<\/ul>\n\t\t<\/div>\n\n\t\t<div class=\"mine-feature-card\">\n\t\t\t<div class=\"mine-feature-icon-2\">\n\t\t\t\t<svg viewbox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"2\" stroke-linecap=\"round\"><path d=\"M12 2v20M2 12h20M5 5l14 14M19 5L5 19\"\/><\/svg>\n\t\t\t<\/div>\n\t\t\t<h3 class=\"mine-feature-title\">Seasonal System<\/h3>\n\t\t\t<p class=\"mine-feature-desc\">4 dynamic seasons (Spring \u2192 Summer \u2192 Fall \u2192 Winter) with temperature, weather, and growth affected.<\/p>\n\t\t\t<ul class=\"mine-feature-list\">\n\t\t\t\t<li>Dynamic temperature by biome<\/li>\n\t\t\t\t<li>Variable crop growth<\/li>\n\t\t\t\t<li>Seasonal weather (snow, thunderstorm)<\/li>\n\t\t\t\t<li>Hypothermia and heatstroke<\/li>\n\t\t\t<\/ul>\n\t\t<\/div>\n\n\t\t<div class=\"mine-feature-card\">\n\t\t\t<div class=\"mine-feature-icon\">\n\t\t\t\t<svg viewbox=\"0 0 24 24\"><path d=\"M12 2l3 6 6 1-4.5 4.5L18 20l-6-3-6 3 1.5-6.5L3 9l6-1z\"><\/path><\/svg>\n\t\t\t<\/div>\n\t\t\t<h3 class=\"mine-feature-title\">18 Skills &amp; 5 Attributes<\/h3>\n\t\t\t<p class=\"mine-feature-desc\">Progression by action with 18 skills in 6 categories and 5 major attributes (F.A.I.C.H.).<\/p>\n\t\t\t<ul class=\"mine-feature-list\">\n\t\t\t\t<li>Combat, Robustness, Collect<\/li>\n\t\t\t\t<li>Survival, Crafts, Esotericism<\/li>\n\t\t\t\t<li>Perk Tree (3 Tiers)<\/li>\n\t\t\t\t<li>Levels 1-100 with progressive XP<\/li>\n\t\t\t<\/ul>\n\t\t<\/div>\n\n\t\t<div class=\"mine-feature-card\">\n\t\t\t<div class=\"mine-feature-icon\">\n\t\t\t\t<svg viewbox=\"0 0 24 24\"><path d=\"M3 3h18v18H3zM9 9h6v6H9z\"><\/path><\/svg>\n\t\t\t<\/div>\n\t\t\t<h3 class=\"mine-feature-title\">Advanced 3\u00d73 Crafting<\/h3>\n\t\t\t<p class=\"mine-feature-desc\">Crafting table with material synergy, elemental catalysts, and legendary temporal crafting.<\/p>\n\t\t\t<ul class=\"mine-feature-list\">\n\t\t\t\t<li>12 materials with statistics<\/li>\n\t\t\t\t<li>6 catalysts (Ice, Fire, Lightning...)<\/li>\n\t\t\t\t<li>Timed Legendary Recipes<\/li>\n\t\t\t\t<li>Ergonomic drag-and-drop<\/li>\n\t\t\t<\/ul>\n\t\t<\/div>\n\n\t\t<div class=\"mine-feature-card\">\n\t\t\t<div class=\"mine-feature-icon\">\n\t\t\t\t<svg viewbox=\"0 0 24 24\"><path d=\"M12 2C8 2 5 5 5 9c0 3 2 5 4 7v4h6v-4c2-2 4-4 4-7 0-4-3-7-7-7z\"><\/path><\/svg>\n\t\t\t<\/div>\n\t\t\t<h3 class=\"mine-feature-title\">Agriculture &amp; Fertility<\/h3>\n\t\t\t<p class=\"mine-feature-desc\">Soil fertility N\/P\/K system, irrigation, greenhouses, compost, and food preservation.<\/p>\n\t\t\t<ul class=\"mine-feature-list\">\n\t\t\t\t<li>Nutrients N\/P\/K per block<\/li>\n\t\t\t\t<li>Irrigation (bonus \u00d71.5)<\/li>\n\t\t\t\t<li>Greenhouse in Winter (Bonus \u00d72.0)<\/li>\n\t\t\t\t<li>Terra Preta ultra-fertile<\/li>\n\t\t\t<\/ul>\n\t\t<\/div>\n\n\t\t<div class=\"mine-feature-card\">\n\t\t\t<div class=\"mine-feature-icon\">\n\t\t\t\t<svg viewbox=\"0 0 24 24\"><path d=\"M12 2l-8 8h5v8h6v-8h5z\"><\/path><\/svg>\n\t\t\t<\/div>\n\t\t\t<h3 class=\"mine-feature-title\">Vehicle Construction<\/h3>\n\t\t\t<p class=\"mine-feature-desc\">Assemble physical vehicles with 8 functional blocks. Rafts, airships, planes, mechs.<\/p>\n\t\t\t<ul class=\"mine-feature-list\">\n\t\t\t\t<li>Rudder, Sail, Balloon, Engine<\/li>\n\t\t\t\t<li>Propeller, Wheel, Gyroscope, Levitation<\/li>\n\t\t\t\t<li>Progression by Intelligence<\/li>\n\t\t\t\t<li>Realistic physics (mass, forces)<\/li>\n\t\t\t<\/ul>\n\t\t<\/div>\n\t<\/div>\n<\/section>\n\n\n\n<!-- ===== GAMEPLAY SHOWCASE ===== -->\n<section class=\"mine-gameplay\" id=\"gameplay\">\n\t<div class=\"mine-gameplay-inner\">\n\t\t<div class=\"mine-section-header\">\n\t\t\t<div class=\"mine-section-tag\">Gameplay<\/div>\n\t\t\t<h2 class=\"mine-section-title\">An immersive experience<\/h2>\n\t\t\t<p class=\"mine-section-desc\">\n\t\t\t\tSDFGI, SSAO, SSR, volumetric fog, day\/night cycle, dynamic weather, and living wildlife.\n\t\t\t<\/p>\n\t\t<\/div>\n\t\t<div class=\"mine-gameplay-grid\">\n\t\t\t<div class=\"mine-gameplay-card\">\n\t\t\t\t<div class=\"mine-gameplay-card-img\">\n\t\t\t\t\t<img decoding=\"async\" src=\"https:\/\/minethelia.com\/wp-content\/themes\/minethelia\/assets\/images\/logos\/Copilot_20260620_030807.png\" alt=\"World\" style=\"width:100%;height:100%;object-fit:cover;\">\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"mine-gameplay-card-body\">\n\t\t\t\t\t<h3 class=\"mine-gameplay-card-title\">Advanced Graphic Rendering<\/h3>\n\t\t\t\t\t<p class=\"mine-gameplay-card-desc\">\n\t\t\t\t\t\tDynamic Global Illumination (SDFGI), Screen Space Ambient Occlusion (SSAO), Screen Space Reflections (SSR), Volumetric Fog, Glow\/Bloom, and ACES Tonemapping.\n\t\t\t\t\t<\/p>\n\t\t\t\t\t<div class=\"mine-gameplay-card-tags\">\n\t\t\t\t\t\t<span class=\"mine-tag\">SDFGI<\/span>\n\t\t\t\t\t\t<span class=\"mine-tag\">SSAO<\/span>\n\t\t\t\t\t\t<span class=\"mine-tag\">SSR<\/span>\n\t\t\t\t\t\t<span class=\"mine-tag\">ACES<\/span>\n\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t<\/div>\n\n\t\t\t<div class=\"mine-gameplay-card\">\n\t\t\t\t<div class=\"mine-gameplay-card-img\">\n\t\t\t\t\t<img decoding=\"async\" src=\"https:\/\/minethelia.com\/wp-content\/themes\/minethelia\/assets\/images\/logos\/Copilot_20260621_010538.png\" alt=\"Survival\" style=\"width:100%;height:100%;object-fit:cover;\">\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"mine-gameplay-card-body\">\n\t\t\t\t\t<h3 class=\"mine-gameplay-card-title\">Survival &amp; Hostile Environment<\/h3>\n\t\t\t\t\t<p class=\"mine-gameplay-card-desc\">\n\t\t\t\t\t\tMine collapses, extreme temperature, hunger, drowning, altitude hypoxia. Hostile mobs at night, fauna with AI in 4 states.\n\t\t\t\t\t<\/p>\n\t\t\t\t\t<div class=\"mine-gameplay-card-tags\">\n\t\t\t\t\t\t<span class=\"mine-tag\">Cave-in<\/span>\n\t\t\t\t\t\t<span class=\"mine-tag\">Temperature<\/span>\n\t\t\t\t\t\t<span class=\"mine-tag\">Hunger<\/span>\n\t\t\t\t\t\t<span class=\"mine-tag\">IA Fauna<\/span>\n\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t<\/div>\n\n\t\t\t<div class=\"mine-gameplay-card\">\n\t\t\t\t<div class=\"mine-gameplay-card-img\" style=\"background:linear-gradient(135deg,#1a5e2a,#0a0e0a);\">\n\t\t\t\t\t<div style=\"font-size:80px;\">\ud83c\udf0a<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"mine-gameplay-card-body\">\n\t\t\t\t\t<h3 class=\"mine-gameplay-card-title\">Water &amp; Fluid Dynamics<\/h3>\n\t\t\t\t\t<p class=\"mine-gameplay-card-desc\">\n\t\t\t\t\t\tFluid propagation with levels, water+lava reaction, currents that push the player, progressive transparency, and swimming with oxygen.\n\t\t\t\t\t<\/p>\n\t\t\t\t\t<div class=\"mine-gameplay-card-tags\">\n\t\t\t\t\t\t<span class=\"mine-tag\">Propagation<\/span>\n\t\t\t\t\t\t<span class=\"mine-tag\">Obsidian<\/span>\n\t\t\t\t\t\t<span class=\"mine-tag\">Swimming<\/span>\n\t\t\t\t\t\t<span class=\"mine-tag\">Oxygen<\/span>\n\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t<\/div>\n\n\t\t\t<div class=\"mine-gameplay-card\">\n\t\t\t\t<div class=\"mine-gameplay-card-img\" style=\"background:linear-gradient(135deg,#0a0e0a,#2a3b2a);\">\n\t\t\t\t\t<div style=\"font-size:80px;\">\u26a1<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"mine-gameplay-card-body\">\n\t\t\t\t\t<h3 class=\"mine-gameplay-card-title\">Logic Circuits (Redstone)<\/h3>\n\t\t\t\t\t<p class=\"mine-gameplay-card-desc\">\n\t\t\t\t\t\tLogical torches, wires, levers, buttons and lamps for automation. Creates complex mechanisms and traps.\n\t\t\t\t\t<\/p>\n\t\t\t\t\t<div class=\"mine-gameplay-card-tags\">\n\t\t\t\t\t\t<span class=\"mine-tag\">Logic<\/span>\n\t\t\t\t\t\t<span class=\"mine-tag\">Automation<\/span>\n\t\t\t\t\t\t<span class=\"mine-tag\">Redstone<\/span>\n\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t<\/div>\n\n\t\t\t<div class=\"mine-gameplay-card\">\n\t\t\t\t<div class=\"mine-gameplay-card-img\" style=\"background:linear-gradient(135deg,#2d8b3f,#111b11);\">\n\t\t\t\t\t<div style=\"font-size:80px;\">\ud83c\udfb5<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"mine-gameplay-card-body\">\n\t\t\t\t\t<h3 class=\"mine-gameplay-card-title\">Procedural Audio &amp; Ambiance<\/h3>\n\t\t\t\t\t<p class=\"mine-gameplay-card-desc\">\n\t\t\t\t\t\tProcedural sounds for each action, weather ambience, footsteps per block, animal sounds per species and ambient birds.\n\t\t\t\t\t<\/p>\n\t\t\t\t\t<div class=\"mine-gameplay-card-tags\">\n\t\t\t\t\t\t<span class=\"mine-tag\">Procedural<\/span>\n\t\t\t\t\t\t<span class=\"mine-tag\">Ambiance<\/span>\n\t\t\t\t\t\t<span class=\"mine-tag\">136 sons<\/span>\n\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t<\/div>\n\n\t\t\t<div class=\"mine-gameplay-card\">\n\t\t\t\t<div class=\"mine-gameplay-card-img\" style=\"background:linear-gradient(135deg,#3d5a3d,#0a0e0a);\">\n\t\t\t\t\t<div style=\"font-size:80px;\">\ud83c\udf0d<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"mine-gameplay-card-body\">\n\t\t\t\t\t<h3 class=\"mine-gameplay-card-title\">End dimension<\/h3>\n\t\t\t\t\t<p class=\"mine-gameplay-card-desc\">\n\t\t\t\t\t\tFloating islands, reduced gravity, access portal and specific biomes. An alternate dimension full of mysteries.\n\t\t\t\t\t<\/p>\n\t\t\t\t\t<div class=\"mine-gameplay-card-tags\">\n\t\t\t\t\t\t<span class=\"mine-tag\">Floating islands<\/span>\n\t\t\t\t\t\t<span class=\"mine-tag\">Gateway<\/span>\n\t\t\t\t\t\t<span class=\"mine-tag\">Reduced gravity<\/span>\n\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t<\/div>\n\t\t<\/div>\n\t<\/div>\n<\/section>\n\n\n\n<!-- ===== BIOMES SECTION ===== -->\n<section class=\"mine-biomes\" id=\"biomes\">\n\t<div class=\"mine-section-header\">\n\t\t<div class=\"mine-section-tag\">Biomes<\/div>\n\t\t<h2 class=\"mine-section-title\">10 unique biomes<\/h2>\n\t\t<p class=\"mine-section-desc\">\n\t\t\tEach biome has its own vegetation, fauna, temperature, weather, and visual effects.\n\t\t<\/p>\n\t<\/div>\n\t<div class=\"mine-biomes-grid\">\n\t\t<div class=\"mine-biome-card\">\n\t\t\t<div class=\"mine-biome-icon\">\ud83c\udf3f<\/div>\n\t\t\t<h3 class=\"mine-biome-name\">Plain<\/h3>\n\t\t\t<p class=\"mine-biome-desc\">Herbs, flowers, farm animals<\/p>\n\t\t<\/div>\n\t\t<div class=\"mine-biome-card\">\n\t\t\t<div class=\"mine-biome-icon\">Mountain<\/div>\n\t\t\t<h3 class=\"mine-biome-name\">Mountains<\/h3>\n\t\t\t<p class=\"mine-biome-desc\">Rugged relief, deep minerals<\/p>\n\t\t<\/div>\n\t\t<div class=\"mine-biome-card\">\n\t\t\t<div class=\"mine-biome-icon\">Desert<\/div>\n\t\t\t<h3 class=\"mine-biome-name\">Desert<\/h3>\n\t\t\t<p class=\"mine-biome-desc\">Sand, cactus, extreme heat<\/p>\n\t\t<\/div>\n\t\t<div class=\"mine-biome-card\">\n\t\t\t<div class=\"mine-biome-icon\">\u2744\ufe0f<\/div>\n\t\t\t<h3 class=\"mine-biome-name\">Tundra<\/h3>\n\t\t\t<p class=\"mine-biome-desc\">Ice, snow, penguins, reindeer<\/p>\n\t\t<\/div>\n\t\t<div class=\"mine-biome-card\">\n\t\t\t<div class=\"mine-biome-icon\">\ud83c\udf34<\/div>\n\t\t\t<h3 class=\"mine-biome-name\">Jungle<\/h3>\n\t\t\t<p class=\"mine-biome-desc\">Dense vegetation, +30% rain<\/p>\n\t\t<\/div>\n\t\t<div class=\"mine-biome-card\">\n\t\t\t<div class=\"mine-biome-icon\">\ud83e\udd92<\/div>\n\t\t\t<h3 class=\"mine-biome-name\">Savanna<\/h3>\n\t\t\t<p class=\"mine-biome-desc\">Dry grass, zebras, acacias<\/p>\n\t\t<\/div>\n\t\t<div class=\"mine-biome-card\">\n\t\t\t<div class=\"mine-biome-icon\">\ud83c\udf0a<\/div>\n\t\t\t<h3 class=\"mine-biome-name\">Ocean<\/h3>\n\t\t\t<p class=\"mine-biome-desc\">Deep water, fish, crabs<\/p>\n\t\t<\/div>\n\t\t<div class=\"mine-biome-card\">\n\t\t\t<div class=\"mine-biome-icon\">\ud83c\udfd6\ufe0f<\/div>\n\t\t\t<h3 class=\"mine-biome-name\">Beach<\/h3>\n\t\t\t<p class=\"mine-biome-desc\">Sand, seashells, particles<\/p>\n\t\t<\/div>\n\t\t<div class=\"mine-biome-card\">\n\t\t\t<div class=\"mine-biome-icon\">\ud83c\udf32<\/div>\n\t\t\t<h3 class=\"mine-biome-name\">Taiga<\/h3>\n\t\t\t<p class=\"mine-biome-desc\">Pins, snow, wolves, owls<\/p>\n\t\t<\/div>\n\t\t<div class=\"mine-biome-card\">\n\t\t\t<div class=\"mine-biome-icon\">\ud83e\uddca<\/div>\n\t\t\t<h3 class=\"mine-biome-name\">Permafrost<\/h3>\n\t\t\t<p class=\"mine-biome-desc\">Frozen soil, polar bears, tigers<\/p>\n\t\t<\/div>\n\t<\/div>\n<\/section>\n\n\n\n<!-- ===== PROGRESSION SECTION ===== -->\n<section class=\"mine-progression\" id=\"progression\">\n\t<div class=\"mine-progression-inner\">\n\t\t<div class=\"mine-section-header\">\n\t\t\t<div class=\"mine-section-tag\">Progression<\/div>\n\t\t\t<h2 class=\"mine-section-title\">Become a legend<\/h2>\n\t\t\t<p class=\"mine-section-desc\">\n\t\t\t\t18 skills, 5 attributes (F.A.I.C.H.), and a perk tree with 3 tiers per branch.\n\t\t\t<\/p>\n\t\t<\/div>\n\t\t<div class=\"mine-progression-timeline\">\n\t\t\t<div class=\"mine-progression-step\">\n\t\t\t\t<div class=\"mine-progression-step-number\">1<\/div>\n\t\t\t\t<h3 class=\"mine-progression-step-title\">Force<\/h3>\n\t\t\t\t<p class=\"mine-progression-step-desc\">\n\t\t\t\t\tMining, Logging, Axes, Bare Hands, Smithing. Perks: Iron Grip \u2192 Heavy Smith \u2192 Rock Breaker.\n\t\t\t\t<\/p>\n\t\t\t<\/div>\n\t\t\t<div class=\"mine-progression-step\">\n\t\t\t\t<div class=\"mine-progression-step-number\">2<\/div>\n\t\t\t\t<h3 class=\"mine-progression-step-title\">Agility<\/h3>\n\t\t\t\t<p class=\"mine-progression-step-desc\">\n\t\t\t\t\tTrack and Field, Acrobatics, Archery. Perks: Light on His Feet (+201 TP3T sprint) \u2192 Climber \u2192 Parkour (double jump).\n\t\t\t\t<\/p>\n\t\t\t<\/div>\n\t\t\t<div class=\"mine-progression-step\">\n\t\t\t\t<div class=\"mine-progression-step-number\">3<\/div>\n\t\t\t\t<h3 class=\"mine-progression-step-title\">Intelligence<\/h3>\n\t\t\t\t<p class=\"mine-progression-step-desc\">\n\t\t\t\t\tConstruction, Metallurgy, Alchemy, Magic. Perks: Artisan \u2192 Architect \u2192 Engineer (500 vehicle blocks).\n\t\t\t\t<\/p>\n\t\t\t<\/div>\n\t\t\t<div class=\"mine-progression-step\">\n\t\t\t\t<div class=\"mine-progression-step-number\">4<\/div>\n\t\t\t\t<h3 class=\"mine-progression-step-title\">Constitution<\/h3>\n\t\t\t\t<p class=\"mine-progression-step-desc\">\n\t\t\t\t\tDefense, Agriculture, Training. Perks: Enduring (+20% health) \u2192 Armor Bearer \u2192 Soul Link.\n\t\t\t\t<\/p>\n\t\t\t<\/div>\n\t\t\t<div class=\"mine-progression-step\">\n\t\t\t\t<div class=\"mine-progression-step-number\">5<\/div>\n\t\t\t\t<h3 class=\"mine-progression-step-title\">Chance<\/h3>\n\t\t\t\t<p class=\"mine-progression-step-desc\">\n\t\t\t\t\tFishing, Excavation, Swords, Polearms. Perks: Lucky (double drop) \u2192 Hunter \u2192 Immortality.\n\t\t\t\t<\/p>\n\t\t\t<\/div>\n\t\t<\/div>\n\t<\/div>\n<\/section>\n\n\n\n<!-- ===== CRAFTING SHOWCASE ===== -->\n<section class=\"mine-crafting\" id=\"crafting\">\n\t<div class=\"mine-crafting-grid\">\n\t\t<div class=\"mine-crafting-info\">\n\t\t\t<div class=\"mine-section-tag\">Crafting<\/div>\n\t\t\t<h3>Advanced 3x3 Crafting Table<\/h3>\n\t\t\t<p>\n\t\t\t\tEach material brings its stats to the result: durability, speed, damage, range, and special effects. 12 materials recorded with full synergy.\n\t\t\t<\/p>\n\t\t\t<ul class=\"mine-crafting-features\">\n\t\t\t\t<li>Material Synergy \u2014 Statistics Transferred to the Result<\/li>\n\t\t\t\t<li>6 Elemental Catalysts: Ice, Fire, Lightning, Earth, Soul, Void<\/li>\n\t\t\t\t<li>Temporal Craft - Legendary recipes with progression gauge<\/li>\n\t\t\t\t<li>Ergonomics \u2014 craft from nearby chests (3m detection)<\/li>\n\t\t\t\t<li>Balance, Rotate, Clear, and full drag-and-drop buttons<\/li>\n\t\t\t\t<li>Knapping \u2014 flint knapping for primitive tools<\/li>\n\t\t\t\t<li>Four \/ Smelting \u2014 ores \u2192 ingots with fuel<\/li>\n\t\t\t<\/ul>\n\t\t<\/div>\n\t\t<div class=\"mine-crafting-visual\">\n\t\t\t<div class=\"mine-crafting-slot\">\ud83e\udeb5<\/div>\n\t\t\t<div class=\"mine-crafting-slot\">\ud83e\udeb5<\/div>\n\t\t\t<div class=\"mine-crafting-slot\">\ud83e\udeb5<\/div>\n\t\t\t<div class=\"mine-crafting-slot\">\ud83e\udeb5<\/div>\n\t\t\t<div class=\"mine-crafting-slot\">\ud83e\udeb5<\/div>\n\t\t\t<div class=\"mine-crafting-slot\">\ud83e\udeb5<\/div>\n\t\t\t<div class=\"mine-crafting-slot\">\ud83e\udeb5<\/div>\n\t\t\t<div class=\"mine-crafting-slot\">\ud83e\udeb5<\/div>\n\t\t\t<div class=\"mine-crafting-slot\">\ud83e\udeb5<\/div>\n\t\t\t<div class=\"mine-crafting-slot result\">\ud83d\udeaa<\/div>\n\t\t<\/div>\n\t<\/div>\n<\/section>\n\n\n\n<!-- ===== VEHICLES SECTION ===== -->\n<section class=\"mine-vehicles\" id=\"vehicles\">\n\t<div class=\"mine-vehicles-inner\">\n\t\t<div class=\"mine-section-header\">\n\t\t\t<div class=\"mine-section-tag\">Vehicles<\/div>\n\t\t\t<h2 class=\"mine-section-title\">Build and fly<\/h2>\n\t\t\t<p class=\"mine-section-desc\">\n\t\t\t\t8 functional blocks for assembling physical vehicles. Progression depends on your Intelligence.\n\t\t\t<\/p>\n\t\t<\/div>\n\t\t<div class=\"mine-vehicles-grid\">\n\t\t\t<div class=\"mine-vehicle-card\">\n\t\t\t\t<div class=\"mine-vehicle-tier\">Int. 1<\/div>\n\t\t\t\t<div class=\"mine-vehicle-icon\">\u26f5<\/div>\n\t\t\t\t<h3 class=\"mine-vehicle-name\">Rafts &amp; Sailboats<\/h3>\n\t\t\t\t<p class=\"mine-vehicle-desc\">Assemble rafts and boats with rudders and sails. Basic water navigation.<\/p>\n\t\t\t\t<div class=\"mine-vehicle-blocks\">\n\t\t\t\t\t<span class=\"mine-vehicle-block\">Rudder<\/span>\n\t\t\t\t\t<span class=\"mine-vehicle-block\">Sailing<\/span>\n\t\t\t\t<\/div>\n\t\t\t<\/div>\n\t\t\t<div class=\"mine-vehicle-card\">\n\t\t\t\t<div class=\"mine-vehicle-tier\">Int. 5<\/div>\n\t\t\t\t<div class=\"mine-vehicle-icon\">\ud83c\udf88<\/div>\n\t\t\t\t<h3 class=\"mine-vehicle-name\">Rudimentary Airships<\/h3>\n\t\t\t\t<p class=\"mine-vehicle-desc\">Take to the skies with balloons and engines. Airships for aerial exploration.<\/p>\n\t\t\t\t<div class=\"mine-vehicle-blocks\">\n\t\t\t\t\t<span class=\"mine-vehicle-block\">Balloon<\/span>\n\t\t\t\t\t<span class=\"mine-vehicle-block\">Engine<\/span>\n\t\t\t\t<\/div>\n\t\t\t<\/div>\n\t\t\t<div class=\"mine-vehicle-card\">\n\t\t\t\t<div class=\"mine-vehicle-tier\">Int. 10<\/div>\n\t\t\t\t<div class=\"mine-vehicle-icon\">\u2708\ufe0f<\/div>\n\t\t\t\t<h3 class=\"mine-vehicle-name\">Trucks &amp; Planes<\/h3>\n\t\t\t\t<p class=\"mine-vehicle-desc\">All-terrain vehicles and aircraft with propellers and wheels. Land and air transport.<\/p>\n\t\t\t\t<div class=\"mine-vehicle-blocks\">\n\t\t\t\t\t<span class=\"mine-vehicle-block\">Propeller<\/span>\n\t\t\t\t\t<span class=\"mine-vehicle-block\">Wheel<\/span>\n\t\t\t\t<\/div>\n\t\t\t<\/div>\n\t\t\t<div class=\"mine-vehicle-card\">\n\t\t\t\t<div class=\"mine-vehicle-tier\">Int. 15<\/div>\n\t\t\t\t<div class=\"mine-vehicle-icon\">\ud83d\udef8<\/div>\n\t\t\t\t<h3 class=\"mine-vehicle-name\">Saucers &amp; Mechs<\/h3>\n\t\t\t\t<p class=\"mine-vehicle-desc\">Ultimate Technology: Gyroscope and Levitation Core for Flying Saucers and Mechs.<\/p>\n\t\t\t\t<div class=\"mine-vehicle-blocks\">\n\t\t\t\t\t<span class=\"mine-vehicle-block\">Gyroscope<\/span>\n\t\t\t\t\t<span class=\"mine-vehicle-block\">Levitation Core<\/span>\n\t\t\t\t<\/div>\n\t\t\t<\/div>\n\t\t<\/div>\n\t<\/div>\n<\/section>\n\n\n\n<!-- ===== TECHNICAL SPECS SECTION ===== -->\n<section class=\"mine-tech-specs\" id=\"tech-specs\">\n\t<div class=\"mine-section-header\">\n\t\t<div class=\"mine-section-tag\">Voxel Engine<\/div>\n\t\t<h2 class=\"mine-section-title\">Technical Specifications<\/h2>\n\t\t<p class=\"mine-section-desc\">The intelligent cube system is integrated into the voxel engine. Simple 1x1 meter cube, with advanced textures, materials, simulation and optimization.<\/p>\n\t<\/div>\n\t<div class=\"mine-tech-status-grid\">\n\t\t<div class=\"mine-tech-status-item\">\n\t\t\t<span class=\"mine-tech-status-label\">Architecture<\/span>\n\t\t\t<span class=\"mine-tech-status-badge mine-tech-partial\">Partial<\/span>\n\t\t\t<span class=\"mine-tech-status-note\">Simple 1x1 m cube, 16x16 subdivision not implemented<\/span>\n\t\t<\/div>\n\t\t<div class=\"mine-tech-status-item\">\n\t\t\t<span class=\"mine-tech-status-label\">Textures<\/span>\n\t\t\t<span class=\"mine-tech-status-badge mine-tech-done\">Implemented<\/span>\n\t\t\t<span class=\"mine-tech-status-note\">Modes: Uniform, Hierarchical, PerFace<\/span>\n\t\t<\/div>\n\t\t<div class=\"mine-tech-status-item\">\n\t\t\t<span class=\"mine-tech-status-label\">Rendering\/Volume<\/span>\n\t\t\t<span class=\"mine-tech-status-badge mine-tech-done\">Implemented<\/span>\n\t\t\t<span class=\"mine-tech-status-note\">Color density + light relief<\/span>\n\t\t<\/div>\n\t\t<div class=\"mine-tech-status-item\">\n\t\t\t<span class=\"mine-tech-status-label\">Interaction\/Level of Detail<\/span>\n\t\t\t<span class=\"mine-tech-status-badge mine-tech-partial\">Partial<\/span>\n\t\t\t<span class=\"mine-tech-status-note\">Level of Detail (LOD) 0\/1\/2 not implemented, simple destruction<\/span>\n\t\t<\/div>\n\t\t<div class=\"mine-tech-status-item\">\n\t\t\t<span class=\"mine-tech-status-label\">Optimization<\/span>\n\t\t\t<span class=\"mine-tech-status-badge mine-tech-done\">Implemented<\/span>\n\t\t\t<span class=\"mine-tech-status-note\">Cache by type, occlusion culling<\/span>\n\t\t<\/div>\n\t\t<div class=\"mine-tech-status-item\">\n\t\t\t<span class=\"mine-tech-status-label\">Advanced Features<\/span>\n\t\t\t<span class=\"mine-tech-status-badge mine-tech-partial\">Partial<\/span>\n\t\t\t<span class=\"mine-tech-status-note\">Logical network, materials, erosion, ephemeral voxel<\/span>\n\t\t<\/div>\n\t\t<div class=\"mine-tech-status-item\">\n\t\t\t<span class=\"mine-tech-status-label\">Simulation<\/span>\n\t\t\t<span class=\"mine-tech-status-badge mine-tech-partial\">Partial<\/span>\n\t\t\t<span class=\"mine-tech-status-note\">Thermal, Stability, Audio (Data)<\/span>\n\t\t<\/div>\n\t\t<div class=\"mine-tech-status-item\">\n\t\t\t<span class=\"mine-tech-status-label\">Physical handling<\/span>\n\t\t\t<span class=\"mine-tech-status-badge mine-tech-partial\">Partial<\/span>\n\t\t\t<span class=\"mine-tech-status-note\">Magnetism, camouflage, variable density<\/span>\n\t\t<\/div>\n\t<\/div>\n\t<div class=\"mine-tech-details\">\n\t\t<div class=\"mine-tech-card\">\n\t\t\t<div class=\"mine-tech-card-icon\">\ud83e\uddf1<\/div>\n\t\t\t<h3 class=\"mine-tech-card-title\">Structural Architecture<\/h3>\n\t\t\t<p class=\"mine-tech-card-desc\">Macroscopic 1x1 meter cube. Rendering remains a simple cube to preserve compatibility with existing meshing and low\u2011end PC performance.<\/p>\n\t\t<\/div>\n\t\t<div class=\"mine-tech-card\">\n\t\t\t<div class=\"mine-tech-card-icon\">\ud83c\udfa8<\/div>\n\t\t\t<h3 class=\"mine-tech-card-title\">Smart Texture Management<\/h3>\n\t\t\t<p class=\"mine-tech-card-desc\">Uniform Mode: single texture. Hierarchical Mode: distinct texture for Top\/Bottom and side faces. Face by Face Mode: independent assignment for each face.<\/p>\n\t\t<\/div>\n\t\t<div class=\"mine-tech-card\">\n\t\t\t<div class=\"mine-tech-card-icon\">\ud83d\udcd0<\/div>\n\t\t\t<h3 class=\"mine-tech-card-title\">Rendering and Volumetrics<\/h3>\n\t\t\t<p class=\"mine-tech-card-desc\">Density: chromatic fading towards the heart of the block. Relief: physical displacement of vertices according to deterministic pseudo-noise, without dependence on a depth map texture.<\/p>\n\t\t<\/div>\n\t\t<div class=\"mine-tech-card\">\n\t\t\t<div class=\"mine-tech-card-icon\">\u26a1<\/div>\n\t\t\t<h3 class=\"mine-tech-card-title\">Interaction and LOD<\/h3>\n\t\t\t<p class=\"mine-tech-card-desc\">Dynamic LOD not implemented\u2014the cube remains simple. Destruction via simple break effect (particles). Interactive snow not enabled.<\/p>\n\t\t<\/div>\n\t\t<div class=\"mine-tech-card\">\n\t\t\t<div class=\"mine-tech-card-icon\">\ud83d\ude80<\/div>\n\t\t\t<h3 class=\"mine-tech-card-title\">Performance Optimization<\/h3>\n\t\t\t<p class=\"mine-tech-card-desc\">Unique instance: mesh cache per BlockType. Occlusion culling based on the existing ChunkMesher (masked internal faces).<\/p>\n\t\t<\/div>\n\t\t<div class=\"mine-tech-card\">\n\t\t\t<div class=\"mine-tech-card-icon\">\ud83d\udd2c<\/div>\n\t\t\t<h3 class=\"mine-tech-card-title\">Advanced Features<\/h3>\n\t\t\t<p class=\"mine-tech-card-desc\">Logical network (signals), dynamic physics (flammability, conductivity, friction), environmental erosion, mother voxel, extraction tool.<\/p>\n\t\t<\/div>\n\t\t<div class=\"mine-tech-card\">\n\t\t\t<div class=\"mine-tech-card-icon\">\ud83c\udf21\ufe0f<\/div>\n\t\t\t<h3 class=\"mine-tech-card-title\">Simulation Systems<\/h3>\n\t\t\t<p class=\"mine-tech-card-desc\">Thermal: heat propagation, melting, vaporization. Spatialized audio: resonance frequencies. Structural stability: blocks falling without support.<\/p>\n\t\t<\/div>\n\t\t<div class=\"mine-tech-card\">\n\t\t\t<div class=\"mine-tech-card-icon\">\ud83e\uddf2<\/div>\n\t\t\t<h3 class=\"mine-tech-card-title\">Physical Manipulation Capabilities<\/h3>\n\t\t\t<p class=\"mine-tech-card-desc\">Magnetism, frequency-based disintegration, camouflage (copy of neighbor texture), variable density with buoyancy.<\/p>\n\t\t<\/div>\n\t<\/div>\n\t<div class=\"mine-tech-extensions\">\n\t\t<h3 class=\"mine-tech-extensions-title\">Advanced Extensions<\/h3>\n\t\t<div class=\"mine-tech-extensions-grid\">\n\t\t\t<div class=\"mine-tech-ext-item\">Light Reflection<\/div>\n\t\t\t<div class=\"mine-tech-ext-item\">Organic Growth<\/div>\n\t\t\t<div class=\"mine-tech-ext-item\">Internal Storage<\/div>\n\t\t\t<div class=\"mine-tech-ext-item\">Temporal Corrosion<\/div>\n\t\t\t<div class=\"mine-tech-ext-item\">Harmonic Resonance<\/div>\n\t\t\t<div class=\"mine-tech-ext-item\">Solar Photosynthesis<\/div>\n\t\t\t<div class=\"mine-tech-ext-item\">Shape Memory<\/div>\n\t\t\t<div class=\"mine-tech-ext-item\">Magnetic Interference<\/div>\n\t\t<\/div>\n\t<\/div>\n\t<div class=\"mine-tech-extensions\">\n\t\t<h3 class=\"mine-tech-extensions-title\">Complete Systemic Extensions<\/h3>\n\t\t<div class=\"mine-tech-extensions-grid\">\n\t\t\t<div class=\"mine-tech-ext-item\">Porous Voxel<\/div>\n\t\t\t<div class=\"mine-tech-ext-item\">Sound Propagation<\/div>\n\t\t\t<div class=\"mine-tech-ext-item\">Nerve Influx<\/div>\n\t\t\t<div class=\"mine-tech-ext-item\">Memory Voxel<\/div>\n\t\t\t<div class=\"mine-tech-ext-item\">Pneumatic Transport<\/div>\n\t\t\t<div class=\"mine-tech-ext-item\">Mutation Sequencing<\/div>\n\t\t\t<div class=\"mine-tech-ext-item\">Dimensional Phasing<\/div>\n\t\t\t<div class=\"mine-tech-ext-item\">Retro-Refraction<\/div>\n\t\t<\/div>\n\t<\/div>\n\t<div class=\"mine-tech-extensions\">\n\t\t<h3 class=\"mine-tech-extensions-title\">Final Extensions (June 2026)<\/h3>\n\t\t<div class=\"mine-tech-extensions-grid\">\n\t\t\t<div class=\"mine-tech-ext-item\">Fire Propagation<\/div>\n\t\t\t<div class=\"mine-tech-ext-item\">Voxel Capacitor<\/div>\n\t\t\t<div class=\"mine-tech-ext-item\">Geolocation (GPS Voxel)<\/div>\n\t\t\t<div class=\"mine-tech-ext-item\">Soft Voxel<\/div>\n\t\t\t<div class=\"mine-tech-ext-item\">Hydrostatic Pressure<\/div>\n\t\t\t<div class=\"mine-tech-ext-item\">Logical Latency<\/div>\n\t\t\t<div class=\"mine-tech-ext-item\">Kinetic Friction<\/div>\n\t\t\t<div class=\"mine-tech-ext-item\">Proximity Detection<\/div>\n\t\t\t<div class=\"mine-tech-ext-item\">Chemical Signature<\/div>\n\t\t\t<div class=\"mine-tech-ext-item\">Active Cooling<\/div>\n\t\t<\/div>\n\t<\/div>\n\t<div class=\"mine-tech-extensions\">\n\t\t<h3 class=\"mine-tech-extensions-title\">Environmental Adaptation<\/h3>\n\t\t<p class=\"mine-tech-extensions-desc\">Dynamic adaptation of exposed layers (grass, moss, snow, etc.) according to the biome. The logic relies on SmartCubeManager and the biomes managed by TerrainGenerator \/ BiomeEffectManager.<\/p>\n\t<\/div>\n<\/section>\n\n\n\n<!-- ===== OPTIMISATIONS SECTION ===== -->\n<section class=\"mine-vehicles\" id=\"optimisations\">\n\t<div class=\"mine-vehicles-inner\">\n\t\t<div class=\"mine-section-header\">\n\t\t\t<div class=\"mine-section-tag\">Performance &amp; Stability<\/div>\n\t\t\t<h2 class=\"mine-section-title\">Technical Optimizations<\/h2>\n\t\t\t<p class=\"mine-section-desc\">Optimizations implemented in the Godot 4.7 C# (Mono) voxel engine. Gains from real runtime measurements or calculations based on engine variables (chunk size 16\u00b3 = 4096 blocks, render distance 10 chunks, ~600 chunks loaded).<\/p>\n\t\t<\/div>\n\t\t<div class=\"mine-tech-status-grid\">\n\t\t\t<div class=\"mine-tech-status-item\">\n\t\t\t\t<span class=\"mine-tech-status-label\">Meshing<\/span>\n\t\t\t\t<span class=\"mine-tech-status-badge mine-tech-done\">~85%+ fewer vertices<\/span>\n\t\t\t\t<span class=\"mine-tech-status-note\">Greedy mesh \u2014 face merging<\/span>\n\t\t\t<\/div>\n\t\t\t<div class=\"mine-tech-status-item\">\n\t\t\t\t<span class=\"mine-tech-status-label\">Object Pooling<\/span>\n\t\t\t\t<span class=\"mine-tech-status-badge mine-tech-done\">0 GC allocation<\/span>\n\t\t\t\t<span class=\"mine-tech-status-note\">During re-meshing<\/span>\n\t\t\t<\/div>\n\t\t\t<div class=\"mine-tech-status-item\">\n\t\t\t\t<span class=\"mine-tech-status-label\">Throttling<\/span>\n\t\t\t\t<span class=\"mine-tech-status-badge mine-tech-done\">6x to 93x fewer calls<\/span>\n\t\t\t\t<span class=\"mine-tech-status-note\">According to the system<\/span>\n\t\t\t<\/div>\n\t\t\t<div class=\"mine-tech-status-item\">\n\t\t\t\t<span class=\"mine-tech-status-label\">Fluids<\/span>\n\t\t\t\t<span class=\"mine-tech-status-badge mine-tech-done\">Eliminated cascades<\/span>\n\t\t\t\t<span class=\"mine-tech-status-note\">Elimination of remeshing cascades<\/span>\n\t\t\t<\/div>\n\t\t\t<div class=\"mine-tech-status-item\">\n\t\t\t\t<span class=\"mine-tech-status-label\">Compression<\/span>\n\t\t\t\t<span class=\"mine-tech-status-badge mine-tech-done\">66-93% reduction<\/span>\n\t\t\t\t<span class=\"mine-tech-status-note\">VoxelQuant + BoxDescriptor<\/span>\n\t\t\t<\/div>\n\t\t\t<div class=\"mine-tech-status-item\">\n\t\t\t\t<span class=\"mine-tech-status-label\">Texture Array<\/span>\n\t\t\t\t<span class=\"mine-tech-status-badge mine-tech-done\">0% bleeding, ~17 MB VRAM<\/span>\n\t\t\t\t<span class=\"mine-tech-status-note\">Free vs 2D atlas<\/span>\n\t\t\t<\/div>\n\t\t\t<div class=\"mine-tech-status-item\">\n\t\t\t\t<span class=\"mine-tech-status-label\">Memory<\/span>\n\t\t\t\t<span class=\"mine-tech-status-badge mine-tech-done\">Hundreds of allocations avoided<\/span>\n\t\t\t\t<span class=\"mine-tech-status-note\">Per frame<\/span>\n\t\t\t<\/div>\n\t\t\t<div class=\"mine-tech-status-item\">\n\t\t\t\t<span class=\"mine-tech-status-label\">AI<\/span>\n\t\t\t\t<span class=\"mine-tech-status-badge mine-tech-done\">30x fewer scans<\/span>\n\t\t\t\t<span class=\"mine-tech-status-note\">Eliminated crashes<\/span>\n\t\t\t<\/div>\n\t\t\t<div class=\"mine-tech-status-item\">\n\t\t\t\t<span class=\"mine-tech-status-label\">Chunk Loading<\/span>\n\t\t\t\t<span class=\"mine-tech-status-badge mine-tech-done\">49% fewer chunks<\/span>\n\t\t\t\t<span class=\"mine-tech-status-note\">40% more responsive<\/span>\n\t\t\t<\/div>\n\t\t<\/div>\n\t\t<div class=\"mine-tech-details\">\n\t\t\t<div class=\"mine-tech-card\">\n\t\t\t\t<div class=\"mine-tech-card-icon\">\ud83d\udce6<\/div>\n\t\t\t\t<h3 class=\"mine-tech-card-title\">Chunk loading and culling<\/h3>\n\t\t\t\t<p class=\"mine-tech-card-desc\">Render distance reduced from 14 to 10 (49% fewer chunks). Directional loading prediction. Collision throttling O(343) instead of O(n_chunks). Mesh limit per frame adjusted.<\/p>\n\t\t\t<\/div>\n\t\t\t<div class=\"mine-tech-card\">\n\t\t\t\t<div class=\"mine-tech-card-icon\">\ud83e\udde9<\/div>\n\t\t\t\t<h3 class=\"mine-tech-card-title\">Meshing<\/h3>\n\t\t\t\t<p class=\"mine-tech-card-desc\">Greedy mesh: face merging (~85%+ fewer vertices). Slice-skipping. Object pooling ChunkMeshData (0 allocation GC). Request deduplication. Color table precomputed O(1). ArrayPool and stackalloc.<\/p>\n\t\t\t<\/div>\n\t\t\t<div class=\"mine-tech-card\">\n\t\t\t\t<div class=\"mine-tech-card-icon\">\ud83d\udcbe<\/div>\n\t\t\t\t<h3 class=\"mine-tech-card-title\">Memory and allocations<\/h3>\n\t\t\t\t<p class=\"mine-tech-card-desc\">Pre-allocated and reused collections. Pre-allocated static arrays. DistanceSquaredTo instead of DistanceTo. Overload GetBlock(int,int,int) avoids allocation of Vector3I. ArrayMesh and BoxMesh reused.<\/p>\n\t\t\t<\/div>\n\t\t\t<div class=\"mine-tech-card\">\n\t\t\t\t<div class=\"mine-tech-card-icon\">\u23f1\ufe0f<\/div>\n\t\t\t\t<h3 class=\"mine-tech-card-title\">Throttling (Frequency limitation)<\/h3>\n\t\t\t\t<p class=\"mine-tech-card-desc\">10 throttled systems: GrassGrowthManager (~93x less), MinimapUI (~9x less), WeatherManager (~8x less), HealthHungerUI (6x), TimeManager (12x), and more. MinimapUI scans merging.<\/p>\n\t\t\t<\/div>\n\t\t\t<div class=\"mine-tech-card\">\n\t\t\t\t<div class=\"mine-tech-card-icon\">\ud83c\udf0a<\/div>\n\t\t\t\t<h3 class=\"mine-tech-card-title\">Fluid system<\/h3>\n\t\t\t\t<p class=\"mine-tech-card-desc\">Visited set anti\u2011redundancy. TrySetBlock skip if unchanged. Early return in SetBlockGlobal. Cleanup of flowing orphan blocks. Cleanup of invalid sources. Cache collections for snapshots.<\/p>\n\t\t\t<\/div>\n\t\t\t<div class=\"mine-tech-card\">\n\t\t\t\t<div class=\"mine-tech-card-icon\">\ud83d\udca1<\/div>\n\t\t\t\t<h3 class=\"mine-tech-card-title\">Lighting<\/h3>\n\t\t\t\t<p class=\"mine-tech-card-desc\">TorchLightManager: distant culling beyond 48 blocks, shadows disabled. Native Godot pipeline: SDFGI, SSAO, SSIL, SSR, VolumetricFog. Zero CPU cost for global illumination.<\/p>\n\t\t\t<\/div>\n\t\t\t<div class=\"mine-tech-card\">\n\t\t\t\t<div class=\"mine-tech-card-icon\">\ud83d\udddc\ufe0f<\/div>\n\t\t\t\t<h3 class=\"mine-tech-card-title\">Compression and Storage<\/h3>\n\t\t\t\t<p class=\"mine-tech-card-desc\">VoxelQuant: palette + bit\u2011packing per sub\u2011chunk (66.2% average reduction, zero error). BoxDescriptor: implicit functions (67.8% to 92.4% vs VoxelQuant). LRU compressed cache 256 entries.<\/p>\n\t\t\t<\/div>\n\t\t\t<div class=\"mine-tech-card\">\n\t\t\t\t<div class=\"mine-tech-card-icon\">\ud83d\udda5\ufe0f<\/div>\n\t\t\t\t<h3 class=\"mine-tech-card-title\">GPU Rendering<\/h3>\n\t\t\t\t<p class=\"mine-tech-card-desc\">Texture2DArray: 201 layers, 0% bleeding, ~17 MB VRAM freed. Solid\/liquid mesh separation. Multi\u2011position liquid shader. AAA effects: SDFGI, SSAO, SSIL, SSR, volumetric fog, glow, ACES tonemapping.<\/p>\n\t\t\t<\/div>\n\t\t\t<div class=\"mine-tech-card\">\n\t\t\t\t<div class=\"mine-tech-card-icon\">\ud83e\udd16<\/div>\n\t\t\t\t<h3 class=\"mine-tech-card-title\">AI &amp; Entities<\/h3>\n\t\t\t\t<p class=\"mine-tech-card-desc\">IsInstanceValid on _player (12+ systems fixed). Throttled AI scanning (30\u00d7 fewer scans). DistanceSquaredTo for detection. Entity limits: max 15 birds, reduced spawn in bad weather.<\/p>\n\t\t\t<\/div>\n\t\t\t<div class=\"mine-tech-card\">\n\t\t\t\t<div class=\"mine-tech-card-icon\">\ud83d\udcbe<\/div>\n\t\t\t\t<h3 class=\"mine-tech-card-title\">Save &amp; Persistence<\/h3>\n\t\t\t\t<p class=\"mine-tech-card-desc\">Integrated signboard saving in the SaveGameManager. Playtime calculation based on the interval between saves. Persisted WorldSettings (45+ fields).<\/p>\n\t\t\t<\/div>\n\t\t\t\n\t\t<\/div>\n\t\t<div class=\"mine-tech-files\">\n\t\t\t<h3 class=\"mine-tech-files-title\">Engine Key Variables<\/h3>\n\t\t\t<ul class=\"mine-tech-files-list\">\n\t\t\t\t<li><code>ChunkSize<\/code> \u2014 16\u00d716\u00d716 = 4096 blocks<\/li>\n\t\t\t\t<li><code>RenderDistance<\/code> \u2014 10 chunks (~600 chunks loaded)<\/li>\n\t\t\t\t<li><code>LoadCheckInterval<\/code> \u2014 0.15s (6.7 checks\/sec)<\/li>\n\t\t\t\t<li><code>FluidTick<\/code> \u2014 0.25s (4 ticks\/sec)<\/li>\n\t\t\t\t<li><code>WaterFlowRange<\/code> \u2014 7 horizontal blocks<\/li>\n\t\t\t\t<li><code>LavaFlowRange<\/code> \u2014 3 horizontal blocks<\/li>\n\t\t\t\t<li><code>TorchCullingDistance<\/code> \u2014 48 blocks, shadows disabled<\/li>\n\t\t\t\t<li><code>CompressionCache<\/code> \u2014 256 LRU entries in RAM<\/li>\n\t\t\t\t<li><code>MeshDataPool<\/code> \u2014 64 ConcurrentBag objects<\/li>\n\t\t\t\t<li><code>TextureArray<\/code> \u2014 201 layers \u00d7 64\u00d764 pixels<\/li>\n\t\t\t<\/ul>\n\t\t<\/div>\n\t<\/div>\n<\/section>\n\n\n\n<!-- ===== CTA \/ DOWNLOAD SECTION ===== -->\n<section class=\"mine-cta\" id=\"download\">\n\t<div class=\"mine-cta-content\">\n\t\t<h2 class=\"mine-cta-title\">Ready to explore?<\/h2>\n\t\t<p class=\"mine-cta-desc\">\n\t\t\tJoin the Minethelia adventure. Infinite world, deep survival, advanced crafting and vehicles.\n5 supported languages: French, English, Spanish, Chinese, Arabic.\n\t\t<\/p>\n\t\t<div class=\"mine-cta-buttons\">\n\t\t\t<a href=\"#\" class=\"mine-btn mine-btn-primary\" onclick=\"return false;\" style=\"opacity:0.5;cursor:not-allowed;\">\n\t\t\t\t\ud83d\udd12 In Development\n\t\t\t<\/a>\n\t\t\t<a href=\"#\" class=\"mine-btn mine-btn-secondary\" onclick=\"return false;\">\n\t\t\t\t\ud83d\udcd6 Documentation\n\t\t\t<\/a>\n\t\t<\/div>\n\t\t<!-- Temporarily disabled platform badges\n\t\t<div style=\"margin-top:30px;display:flex;gap:30px;justify-content:center;flex-wrap:wrap;\">\n\t\t\t<span class=\"mine-platform-badge\">\ud83d\udda5\ufe0f Windows<\/span>\n\t\t\t<span class=\"mine-platform-badge\">\ud83d\udc27 Linux<\/span>\n\t\t\t<span class=\"mine-platform-badge\">\ud83c\udf4e macOS<\/span>\n\t\t\t<span class=\"mine-platform-badge\">\ud83c\udfae Multijoueur<\/span>\n\t\t<\/div>\n\t\t-->\n\t<\/div>\n<\/section>\n\n\n\n<!-- ===== AI DISCLOSURE SECTION ===== -->\n<section class=\"mine-ai-disclosure\" id=\"ai-disclosure\">\n\t<div class=\"mine-container\">\n\t\t<div class=\"mine-ai-content\">\n\t\t\t<img decoding=\"async\" src=\"https:\/\/minethelia.com\/wp-content\/themes\/minethelia\/assets\/img\/ai-logo.png&#039; ); ?&gt;\" alt=\"AI Logo\" class=\"mine-ai-logo\">\n\t\t\t<div class=\"mine-ai-text\">\n\t\t\t\t<h2 class=\"mine-ai-title\">Transparency on AI Usage<\/h2>\n\t\t\t\t<p class=\"mine-ai-desc\">AI is used in this project to: create images, generate translations, correct spelling and grammar, review code, and produce explanatory videos.\nIf this does not suit you, do not buy the game.<\/p>\n\t\t\t<\/div>\n\t\t<\/div>\n\t<\/div>\n<\/section>\n\n\n\n<!-- ===== FOOTER ===== -->\n<section class=\"mine-footer\">\n\t<div class=\"mine-footer-inner\">\n\t\t<div class=\"mine-footer-grid\">\n\t\t\t<div class=\"mine-footer-col\">\n\t\t\t\t<div class=\"mine-footer-brand\">\n\t\t\t\t\t<img decoding=\"async\" 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