Deterministic 2D simulation. Projected to feel visually 3D.
Blueprint geometry becomes computation.
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:
- ARC-Core — authority / event / receipt kernel (backbone of this engine)
- Seeded-Universe-Recreation-Engine — sibling seed-first simulation project on the same backbone
- arc-lucifer-cleanroom-runtime — deterministic kernel direction
- ARC-Neuron-LLMBuilder — governed AI build loop (same author, same doctrine)
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.
- Lucipher Synth #0
The engine loads blueprints that define how the world behaves.
Defines the geometry of the world.
Attach systems into the shell.
Runs the deterministic simulation loop.
Geometry = storage
Movement = computation
Entities = executors
- 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
- Shell Synth
Included example blueprint: blueprint_octagon.json
Builds an octagon shell structure where modules can attach.
Click to expand Iteration 9 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
- 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.
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.
Fully RGB Customizeable with both way reproducible seed, also both 'Voxel Directory' and 'Neural-Synth' are in sync.
| Key | Action |
|---|---|
W A S D |
Move master control |
Mouse |
Aim vector |
C |
Toggle reticle |
` |
Toggle debug overlay |
R |
Reset |
- Download or clone the repository.
- Open
index.htmlin a browser. - Load blueprints through the runtime UI.
No server required.
- Shell blueprint
- Ship module
- Scanner module
- HUD module (optional)
{
"moduleType": "scanner",
"id": "SCAN_01",
"style": "default",
"config": {},
"script": ""
}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.
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.
- 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
- 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
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.htmlIteration11.5/voxel_sync_lab.html
No server, install step, build step, API key, or dependency is required.
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.
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 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.
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_idtile_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.
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
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.
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.
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.mddocs/VOXEL_SYNC_LAB_ITERATION_11_5_v0_1_2.mdRELEASE_NOTES_v0.1.2.md







