NOMINAL
Flight Ready. All performance, memory, and crash-rate targets are met at reference quality. Zero regressions in critical paths.
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.
Every build is evaluated against strict automated gates. There is no debate; the telemetry dictates the status.
Flight Ready. All performance, memory, and crash-rate targets are met at reference quality. Zero regressions in critical paths.
Automatic Mitigation. Targets are met because dynamic scalers have engaged (reduced resolution, LOD culling). The build is stable, but budget is being burned.
Ground Stop. A hard target (Frame Budget, Memory Ceiling) has failed. The pipeline locks; no further merges allowed until the regression is patched.
We rely on industry standards:
INPUT POL [||||] 1ms
PHYSICS [|||||||||||] 3ms
LOGIC [|||||] 1.5ms
RENDER [|||||||] 2ms
|-------------------| (Frame Budget: 16.6ms)
[ IDLE ] -> VSYNC
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.
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.
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.
All retail binaries are signed. We forbid dynamic code loading (JIT) in shipping configurations to eliminate script-injection vectors.
Our browser-based tools run inside a strict capability whitelist. No network calls and no file access unless explicitly granted by the host environment.
// 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%
Read the full analysis of our memory model and threading architecture.
TECHNICAL PAPER — COMING SOON