Files
nimmerworld.eachpath.local/runtime-engine/architecture.md

1.6 KiB

Runtime Engine

How scenes execute mechanically: the lemniscate as relaxation-step operator; slot-tokens with verifier-flags carrying the loop-state; phase-locked overlay-loops broadcasting at axis-rate; the v0.7 gesture-alignment-recursive-lemniscate that integrates player gestures into typed trait-vector summaries; emergent zones as the dramatic-episode unit with distributed funding and ternary trait-axis goal-evaluation; zone taxonomy and spawn-cadence.

Status: skeleton — content migration scheduled for commit 2 of the split-into-domains operation. Architecture content currently lives in architecture-broad.md and will land here next.

Companion to: architecture-broad.md (executive summary + global meta-lists), narrative-composition/architecture.md (Compositor consumes the typed trait-summaries this engine emits), player-experience/architecture.md (gesture-circle is the player-input substrate that this engine integrates), topology-and-rendering/architecture.md (zones live on the rail+grid topology), identity-and-personhood/architecture.md (slot-tokens carry trait-vectors).

Sections that will land here

  • §Core inversion — zones replace bubbles
  • §Zone anatomy
  • §Zone kinematics — the lemniscate runtime (incl. v0.7 gesture-alignment-as-recursive-lemniscate)
  • §Zone taxonomy (v1 starter set)
  • §Zone spawn cadence
  • §Emergent zones — the dramatic-episode unit

Version: 0.7.0-skeleton | Created: 2026-04-26 | Updated: 2026-04-26 | Origin: Skeleton placeholder for commit 1 of the split-into-domains operation