


Bob Simulator is a 3D Sandbox Adventure Game being developed by TonyTCB / jimmybob.
The game is being designed as the ultimate sandbox game, a jack of all games.
TonyTCB calls it the "Bob of all Games".
The game is set to contain within it many different features and parts, including:
RPG Elements (items, quests, monsters), Super-Infinite/Transfinite Worlds, Moddability,
Infinite Dimensions, Time Travel, Procedural Terrain Generation,
Procedural Materials/Items, Cross-Platform Multiplayer
There are also ideas of possible VR support, Console support, Chemistry Systems, Infinitesimal Scales..

Bob Simulator is a 3D Sandbox Game
composited with RPG/Adventure Elements.
Sandbox-Level Freedom, Adventure Mechanics, Space Travel, Infinite Distances, Time Travel, and much, much more.
Do what you want. No arbitrary limits.
You can ask questions about the game on the official Discord:
A demo of the Space part of Bob Simulator is now available as a prototype! You can play the Bob Simulator Space Demo here.
INSPIRATION (categorized)::
Sandbox Inspiration:
Minecraft, Garry's Mod, Terraria, People Playground,
Minecraft: Xbox 360 Edition
Adventure Inspiration:
Skyrim, Breath of the Wild, Pirate101, Hytale
Space Travel:
No Man's Sky, Astroneer, and the Galacticraft Mod


Yoggarithms

How Yoggarithms allow for World Generation beyond 10^18,000
What Yoggarithms Do
Yoggarithms are a custom numerical system developed by TonyTCB for Bob Simulator. The system allows for procedural chunk generation out to a distance of 10^18,500+ meters.
This allows for Bob Simulator worlds and space to generate at scales far beyond Minecraft worlds, and the scale of the Observable Universe, which is only 30 million meters and 90 billion light-years respectively.
How Yoggarithms Work
The way Yoggarithms work, is as a combination of floating-origin techniques and a re-implementation of numerical storage similar to BigInt arbitrary integers.
Functionally, instead of storing a single positional coordinate (X, Y, or Z) as a 32-bit integer, limited from -2^32 to +2^32, or as a 64-bit integer, limited from around -9 quintillion to +9 quintillion; Yoggarithms store numbers as an array of 64-bit integers, such as [280000, 9000000000000000000, 50000, 2].
Transfinite Worlds
Yoggarithms, in combination with the Infinite Dimensions system, allow for this to be compatible with Multiplayer and allow for infinite distances. Take the crazy array from before, and tack on a second arrary. [5000, 10000000, 99999, 2] [1] - This second array can be used to represent infinites, such as Hyperreals or Transfinite Ordinals.

Hyperseeds
More than a Centillion (10^350) Unique Worlds
How World Seeds Normally Work
When you create a new world in most games that have procedural world generation, you enter (or the game generates) a world seed, a string or number of 20-32 or 64 characters.
In most games, such as Minecraft, this seed is then hashed into a single 64-bit number, used as the seed for all in-game RNG (random number generators) thus determining world generation.
The problem with this, is that it limits the amount of unique worlds, and in-fact the number of unique chunks, to the total number of 64-bit hashes, which is 2^64, around 18 quintillion.
What are Hyperseeds
Hyperseeds are the world seed system of Bob Simulator, they work fundamentally differently from other games. Since every Bob Simulator world is essentially an infinite Omniverse containing 10^18,000 scales, infinite dimensions and outer space, hyperseeds are there to ensure there is a greater variety of worlds that can be created. Using the Latin alphabet (abcdefg..), numbers (01234..), and basic symbols (!@#%:;'.,>..), this grants 10^118-10^124 worlds. Including Unicode symbols, more than 10^350 unique worlds in-fact.
This number is greater than a Googol (10^100), and more than a Centillion (10^303).
How Hyperseeds Work
The way hyperseeds work is that instead of simply hashing the starting world seed to a 64-bit number, bottlenecking the total number of worlds to the amount of 64-bit numbers (2^64), instead Bob Simulator takes your world seed and uses it to generate 64 different hash numbers. Different chunks, props, and entities, then use this new set of "internal seeds" for random number generation.
Since many of the hashes are used by each entity, every permutation of the 64 hashes gives rise to it's own world. The total amount of permutations and thus worlds is thus 18 quintillion ^ 64, which is much larger than the total number of world seeds that can actually be entered. In Unicode v17, there are 297,334 different characters, so there are 297k ^ 64th power different 64-character seeds, this gives a grand total of 1.939 x 10^350 if you include all Unicode symbols.






