A blueprint-driven simulation shell where geometry becomes computation.
This project is an experimental system that treats space like a filesystem and entities like autonomous executors. The world itself becomes a programmable environment.
Inspired by:
- TRON Grid Worlds
- Geometry Wars style spatial computation
- Modular OS-like simulation environments
Instead of building a fixed application, the engine loads blueprints that define how the world behaves.
The system consists of three blueprint layers:
-
Shell Blueprint Defines the world geometry.
-
Module Blueprints Attach systems into the world.
-
Execution Layer Deterministic simulation loop.
Geometry = storage
Movement = computation
Entities = executors
The engine is math-first, not graphics-first.
The simulation runs entirely in deterministic 2D vector space, while the rendering layer projects the world to appear visually 3D.
This approach provides several advantages:
• extremely low CPU usage
• deterministic reproducible worlds
• simple debugging and validation
• portable execution on almost any hardware
Even older machines (2010–2012 era laptops) can run the simulation smoothly.
All world logic runs in 2D simulation space.
Rendering then projects that simulation into a visually 3D environment using techniques such as:
-
perspective scaling
-
layered sprites
-
cube grid projection
-
depth shading
This creates a 3D-like environment without the cost of a full 3D engine.
The included example blueprint: blueprint_octagon.json
Builds an octagon shell structure where modules can attach.
{
| Key | Action |
|----|----|
| WASD | Move master control |
| Mouse | Aim vector |
| C | Toggle reticle |
| ` | Toggle debug overlay |
| R | Reset |
}
- Download the repository
- Open index.html
in a browser.
No server required.
Upload blueprints into the runtime UI.
Recommended order:
1️⃣ Shell blueprint
2️⃣ Ship module
3️⃣ Scanner module
4️⃣ HUD module (optional)
Example module blueprint
{
"moduleType": "scanner",
"id": "SCAN_01",
"style": "default",
"config": {},
"script": ""
}Click to view Synth Grid Engine prototype
Example simulation of the Synth Grid Engine.
The world runs on a deterministic 2D simulation core while projecting visually as a 3D sphere.
Each tile represents simulation state generated from blueprint geometry.
This prototype demonstrates:
• blueprint shell generation
• cube-grid projection mapping
• deterministic seed worlds
• modular system attachment
• spatial execution visualization
The interface allows runtime loading of:
- Shell Blueprints
- Ship Modules
- Scanner Modules
- HUD Modules
This prototype is also being used as a base for the ThingsHappening game systems.
2026-03-06 Update: Eye-Lock synth visual pass added. The master ship is now drawn as a reticle-locked synth eye/pupil at screen center, with a dark glass lens shell, magenta plasma field, expanded crosshair geometry, and scanner bloom tuned toward the supplied reference image. 2026-03-06 Update: Eye-Core pass added. The center now uses a true pupil-disc stack with slit beam, heading-reactive ship glyph, breathing plasma ellipses, stronger reticle arcs, and subtle shell/grid distortion so movement reads as the universe moving around a fixed synth eye.
[v5 Eye-Scan update]
- Added scanner sweep wedge and ping-ring runtime behavior.
- Added deterministic contact markers derived from shell seed and route shape.
- Added presentation mode toggle (P) for clean cinematic view.
- Eye core now reacts to scan ping cadence and module identity.
- Preserved center-lock / eye-pupil architecture while pushing runtime behavior toward a real synth instrument surface.
Truth-Surface v6 update:
- blueprint-derived semantic contacts (pivot, wall, door, room, anomaly)
- deterministic shell warp keyed to shell seed
- scanner contact persistence and class-aware rendering
- ship/scanner module configs now visibly alter iris/slit and sweep behavior
- expanded debug truth surface for class counts and center-lock state
Anchor-Center v7 update:
- blueprint pivots are re-centered around their canonical centroid before shell construction
- the blueprint mass now sits on the reticle-aligned anchor instead of drifting off-center
- seed compilation now includes anchor-centered normalized blueprint geometry
- HUD/debug now report anchor mode, anchor source, centroid shift, and canonical blueprint hash
- this is the first pass toward exact two-way retraceable reticle/location seeding
Pole-Compass v8 update:
- added bottom-right pole detector / compass overlay locked to world pole directions
- compass labels N/E/S/W now derive from the camera-rotated global axes instead of screen-only decoration
- pole detector reports nearest locked pole, angular offset, and alignment state
- truth/debug panels now include pole lock telemetry
- Added canonical reticle proof summaries.
- Added receipt export and survey export.
- Added lifecycle contract verification for boot/build transitions.
- Added richer receipt envelopes for auditability.

