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GareBear99/Proto-Synth_Grid_Engine

I/O SYNTH GRID ENGINE

Synth Grid Engine animated geometry banner

Deterministic 2D simulation. Projected to feel visually 3D.
Blueprint geometry becomes computation.

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🔐 Built on ARC-Core

ARC-Core is the authority / event / receipt kernel that this engine is built on. Every grid mutation, module attachment, blueprint load, and execution step is an ARC-Core-shaped event with a receipt. The engine's deterministic-simulation guarantee derives from ARC-Core's event-sourcing discipline.

Engine layer ARC-Core pattern
Blueprint loading (shell / module) Signed receipt per load — blueprint hash bound to receipt
Grid mutations (cell, actor, layer) Append-only event log
Module attachment (ship / scanner / HUD) Authority-gated events
Deterministic simulation loop Replay state by re-applying the event log
Save/load files Event log + snapshot, receipt-verified on load
Voxel Directory + Neural-Synth sync Shared event chain between both subsystems
Audit trail ARC_CORE_AUDIT_v44.txt and iteration audits track receipt lineage

Related ARC repos:

What this is

Synth Grid Engine is a math-first world runtime where shell geometry, module layout, and deterministic execution all share the same blueprint-driven foundation.

Instead of treating geometry as decoration, the engine treats it as structure, storage, routing, and execution space. The world itself becomes a programmable surface.

This project is built around a deterministic 2D simulation core with a visually 3D projection layer. That keeps the runtime lightweight, reproducible, and portable while still delivering a high-contrast synthwave spatial feel.

Iteration 0 — Synth Shell #0

Example

  • Lucipher Synth #0

Core idea

The engine loads blueprints that define how the world behaves.

1) Shell Blueprint

Defines the geometry of the world.

2) Module Blueprints

Attach systems into the shell.

3) Execution Layer

Runs the deterministic simulation loop.

Geometry = storage
Movement = computation
Entities = executors

Why it is different

  • Math-first, not graphics-first
  • Deterministic worlds from seed and blueprint state
  • 2D simulation core with visually 3D presentation
  • Low CPU footprint on older hardware
  • Modular runtime architecture instead of a fixed one-off application
  • Designed as an engine surface for future systems, not just a demo

Iteration path

Iteration 8 — Blueprint Shell Prototyping

Iteration 8 Example World

  • Shell Synth

Included example blueprint: blueprint_octagon.json

Builds an octagon shell structure where modules can attach.

Iteration 9 — Game Engine Prototype

Click to expand Iteration 9 prototype

Synth Grid Engine Prototype

This prototype demonstrates:

  • blueprint shell generation
  • cube-grid projection mapping
  • deterministic seed worlds
  • modular system attachment
  • spatial execution visualization

The runtime supports loading:

  • Shell Blueprints
  • Ship Modules
  • Scanner Modules
  • HUD Modules

Iteration 10 — Synth Grid Engine

Iteration 10 Demo

  • Lucid Terminal Master Control Synth #1

A blueprint-driven simulation shell where geometry becomes computation.

This engine is experimental by design, but the direction is serious: modular world runtime, blueprint-authored structure, deterministic simulation, and portable execution.

Iteration 11 — NEURAL-SYNTH / wetware core / runtime v0.1

Iteration 11 Demo

Math-first simulation

All core logic runs in deterministic 2D vector space.

The render layer then projects that simulation into a visually 3D environment using techniques like:

  • perspective scaling
  • layered sprite depth
  • cube-grid projection
  • depth shading
  • shell geometry overlays

That gives the engine a 3D-feeling spatial surface without requiring a heavyweight full-3D stack.

NEURAL-SYNTH / wetware core / runtime v0.2

Iteration 11 Demo

Voxel Directory

Iteration 11 Demo

Fully RGB Customizeable with both way reproducible seed, also both 'Voxel Directory' and 'Neural-Synth' are in sync.

Controls

Key Action
W A S D Move master control
Mouse Aim vector
C Toggle reticle
` Toggle debug overlay
R Reset

Running the engine

  1. Download or clone the repository.
  2. Open index.html in a browser.
  3. Load blueprints through the runtime UI.

No server required.

Recommended load order

  1. Shell blueprint
  2. Ship module
  3. Scanner module
  4. HUD module (optional)

Example module blueprint

{
  "moduleType": "scanner",
  "id": "SCAN_01",
  "style": "default",
  "config": {},
  "script": ""
}

Contributing

Ideas, bug reports, architecture suggestions, and module experiments are welcome.

  • Open an Issue for bugs or concrete work
  • Use Discussions for ideas, design direction, or architecture talk
  • Open a Pull Request for improvements

Read CONTRIBUTING.md before sending major changes.

Support the project

If you want to help push this engine further:

  • GitHub Sponsors: https://github.com/sponsors/GareBear99
  • Buy Me a Coffee: replace the placeholder in this README and in .github/FUNDING.yml

Support helps with development time, testing, visuals, documentation, and future releases.

Community links

  • Issues: https://github.com/GareBear99/Synth-Grid-Engine/issues
  • Discussions: https://github.com/GareBear99/Synth-Grid-Engine/discussions
  • Pull Requests: https://github.com/GareBear99/Synth-Grid-Engine/pulls
  • Releases: https://github.com/GareBear99/Synth-Grid-Engine/releases

Repo setup checklist

  • Enable Issues
  • Enable Discussions
  • Add repo Topics
  • Add a Description and Website if relevant
  • Upload a strong Social Preview Image
  • Create the first Release
  • Pin one Discussion for roadmap / ideas
  • Add repo Topics like html5, javascript, deterministic-simulation, synthwave, game-engine, procedural, 2d, 3d-illusion

License

Polygon

Voxel Sync Lab — Iteration 11.5 v0.1.2

The repository now includes Voxel Sync Lab, the Iteration 11.5 public-facing bridge between Proto-Synth Grid Engine, Voxel Grouping, Cube Matrix, Stonewalker-style tactical mesh entities, Neural Synth dot matrices, and ARC-Room micro-room prototyping.

Run directly:

  • Iteration11.5/index.html
  • Iteration11.5/voxel_sync_lab.html

No server, install step, build step, API key, or dependency is required.

Iteration 11.5 role

Iteration 11.5 turns each visible voxel tile into a synchronized micro tile room. A tile is no longer just a visual card or grid cell. It is a small room/lab slot with a canonical identity shared across every runtime surface:

tile_id == room_id == cube_id == neural_id

When a user selects tile_0015, the same selection resolves to:

tile_0015
room_0015
cube_0015
neural_0015

That lock propagates through:

  • Voxel Grouping View
  • Cube Matrix
  • Micro ARC-Room / Mesh Intake Lab viewport
  • Stonewalker-style mesh entities
  • Entity Neural Synth matrix
  • Inspector
  • Tile Registry
  • Command Log
  • Scene JSON receipt export

The hard rule is: no independent tiles. Every macro tile, cube matrix cell, micro-room viewport, mesh entity set, neural dot cluster, and border gate routes through the same canonical ID spine.

Micro tile room role

Each micro tile is a tactical room/lab instance. The micro tile room is where objects, entities, mesh actors, markers, and future room-to-room links live.

The design target is:

Voxel Grouping Tile
└── Micro Tile Room
    ├── ARC-Room style object intake
    ├── local mesh/object state
    ├── Stonewalker-style entities
    ├── per-entity Neural Synth dots
    ├── room border gates
    └── exportable scene receipt

ARC-Room as the micro-room prototyping lab

ARC-Room is the tactical mesh lab repo used to prototype the micro tile room layer:

ARC-Room is the source direction for the object intake/lab behavior that gets embedded into each micro tile. Its role in the Voxel Sync Lab roadmap is to define the room-level workflow:

  • upload or spawn mesh/object data
  • inspect object transforms
  • normalize scale
  • duplicate or despawn objects
  • show wire/bounds views
  • save/load local room state
  • export JSON scene state
  • drive room operations through commands

In Voxel Sync Lab, this becomes the embedded room inside each voxel tile. Selecting a tile selects its ARC-Room-style micro lab. Selecting a cube selects the same room. Selecting an entity selects a live object/agent inside that room.

Stonewalker tactical mesh role

The Stonewalker-style layer provides the live tactical mesh/entity side of the room. Inside a micro tile, entities act as mesh agents, object actors, scanners, repair nodes, intake markers, or simulation points.

Each entity can carry:

  • entity_id
  • tile_id
  • local room position
  • role label
  • behavior mode
  • tracking state
  • selected state
  • neural matrix link

This is why the Iteration 11.5 viewport uses the tactical mesh lab look: grid floor, wire objects, entity labels, selection rings, command log, and scanner-like state feedback.

Neural Synth matrix role

The Entity Neural Matrix is the live explanation layer for the selected room/entity set. Dots represent local neural, semantic, signal, or behavior nodes. Lines represent communication between those nodes.

The purpose is to make each room feel like a small thinking system instead of a static viewport:

Entity
├── mesh/body/object state
├── room position
├── behavior role
└── neural dots + communication edges

Cube Matrix role

The Cube Matrix is the synchronized index/control grid. It does not own separate state. It mirrors the same tile IDs used by the Voxel Grouping View and micro rooms.

Selecting cube_0008 selects:

tile_0008 -> room_0008 -> cube_0008 -> neural_0008

This makes the Cube Matrix a compact authority/index layer for navigating the room grid.

Border linking authority gates

Iteration 11.5 introduces the doctrine for border linking authority gates.

Each micro tile has borders. Those borders can be locked, linked, pending, rejected, opened, or sealed. A border gate controls whether one micro room is allowed to connect to a neighboring room:

tile_0004 east  -> tile_0005 west
tile_0008 south -> tile_0012 north

When authority allows the connection, the wall between rooms can be lowered, visually opened, or merged into a shared passage. This lets the voxel grid become a linked tactical mesh environment instead of isolated boxes.

Border gates should eventually support:

  • locked wall
  • authorized link
  • pending link
  • rejected link
  • open passage
  • sealed passage
  • shared entity crossing
  • shared neural communication
  • JSON receipt of the authority decision

The purpose of the border gate system is to bring down walls only when authority allows it. This keeps room linking deterministic, inspectable, and receipt-ready instead of becoming arbitrary UI state.

Public-facing status

Voxel Sync Lab is currently a standalone Iteration 11.5 prototype/demo foundation. It is ready for repository presentation, local testing, screenshots, documentation, and next-stage integration with the broader Proto-Synth Grid Engine and ARC-Room workflows.

Docs:

  • Iteration11.5/README.md
  • docs/VOXEL_SYNC_LAB_ITERATION_11_5_v0_1_2.md
  • RELEASE_NOTES_v0.1.2.md

About

This project is an experimental 2D but visually 3D low-weight system that treats space like a filesystem and entities like autonomous executors. The world itself becomes a programmable environment.

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