Systems Architecture Diagram

SYSTEMS ARCHITECTURE

DETERMINISTIC SIMULATION // MEMORY SAFETY // HARD REAL-TIME

We operate on a zero-compromise stack. This page documents the engineering standards we enforce across every project—from the microsecond budgets of our game loops to the security protocols of our data pipelines.

We do not rely on "hope." We rely on budgets, gates, and telemetry.

RELEASE PROTOCOLS

Every build is evaluated against strict automated gates. There is no debate; the telemetry dictates the status.

NOMINAL

Flight Ready. All performance, memory, and crash-rate targets are met at reference quality. Zero regressions in critical paths.

DEGRADED

Automatic Mitigation. Targets are met because dynamic scalers have engaged (reduced resolution, LOD culling). The build is stable, but budget is being burned.

CRITICAL

Ground Stop. A hard target (Frame Budget, Memory Ceiling) has failed. The pipeline locks; no further merges allowed until the regression is patched.

ENGINEERING STANDARD

Core Metrics

  • Sim Rate: 120 Hz (x86) / 60 Hz (ARM64).
  • Main Thread: Max 2ms slice.
  • Input-to-Photon: < 50ms (Median).
  • Stability: ≥ 99.9% Crash-Free.

Standard Issue

We rely on industry standards:

  • Profiling: RenderDoc, Tracy, Perfetto.
  • Memory: Valgrind, AddressSanitizer.
  • CI/CD: GitHub Actions, Docker, Grafana.

Reference Targets

  • Handheld (x86): Steam Deck OLED.
  • Mobile (ARM64): PinePhone Pro.
  • Web (WASM): Chrome/Firefox (SharedArrayBuffer).

SIMULATION LOOP

INPUT POL  [||||] 1ms
PHYSICS    [|||||||||||] 3ms
LOGIC      [|||||] 1.5ms
RENDER     [|||||||] 2ms
           |-------------------| (Frame Budget: 16.6ms)
           [      IDLE         ] -> VSYNC

Deterministic Execution

Input → Sim → Render. We enforce a fixed-step simulation loop completely decoupled from rendering. This ensures physics and logic behave identically on a 300FPS workstation and a 60FPS handheld.

Seed-Based Replay

Given the same Seed and Input Stream, the simulation produces the exact same frame, bit-for-bit. This allows us to "replay" bugs exactly as they occurred.

FORENSIC REPORT

Incident #042: The 14ms Spike

Symptom: Periodic frame drops on Steam Deck (OLED) during world streaming.

Investigation: Profiling via Tracy revealed the hiccup wasn't GPU-bound, but a main-thread lock contention in the audio mixer when decompressing assets.

Resolution: Moved audio decompression to a lock-free ring buffer on a worker thread. Latency dropped to <0.5ms.

STATUS: RESOLVED

THE LAB BENCH

"We don't trust emulators. We build, profile, and break things on the metal."

SECURITY ARCHITECTURE

Signed Integrity

All retail binaries are signed. We forbid dynamic code loading (JIT) in shipping configurations to eliminate script-injection vectors.

WASM Sandbox

Our browser-based tools run inside a strict capability whitelist. No network calls and no file access unless explicitly granted by the host environment.

CONFIG PROTOCOL

// RELEASE CONFIGURATION [Target: Deck_x86]
// ----------------------------------------
// SIM_RATE          = 120_HZ (FIXED)
// RENDER_DECOUPLED  = TRUE
// BUDGET_MAIN       = 2.5 MS
// BUDGET_RENDER     = 2.0 MS
// MEMORY_CEILING    = 14.5 GB
// CRASH_TOLERANCE   = 0.001%
        

DEEP DIVE

Read the full analysis of our memory model and threading architecture.

TECHNICAL PAPER — COMING SOON