◈ VSP-CWE

March 19, 2026 · View on GitHub

Virtual Simulated Physics · Capacity-Weighted Engine

Wetware Communications Grid — TRON / Geometry Wars / Resogun lineage

A simulated world where computation is geography, authority is mass, movement is cost, and intelligence is constrained by reality.


geometry  =  data          mass     =  capacity
movement  =  computation   paths    =  allocated space
entities  =  executors     physics  =  truth enforcement

What This Is

This is not a game engine with a theme. It is not a visualizer with gameplay bolted on.

It is a living computational substrate — a 2D simulation engine projected 3D onto a sphere, where every physical rule directly mirrors a real constraint in distributed systems, filesystems, and AI resource management.

The world's shape is the filesystem. The physics enforces trust. The entities are autonomous executors. And nothing moves for free.

Inspired by the mathematical elegance of Geometry Wars, the surface topology of Resogun, and the digital-universe metaphor of TRON — but grounded in conservation laws, not fiction.


Quick Start

No server required. No build step. Open and run.

git clone https://github.com/GareBear99/Virtual-Simulated-Physics-Capacity-Weighted-Engine.git
cd Virtual-Simulated-Physics-Capacity-Weighted-Engine/iteration8_ARC_NoServer_v10_FixFolderImport
open index.html   # or just double-click it

Requirements: A modern browser. That's it.
Rendering: Canvas 2D only — no WebGL, no dependencies, no install.


Core Axioms

World RuleWhat It Means
Mass = CapacityAn entity's weight is its allocated KB — not its visual size
Speed = Free SpaceUnused capacity is the only source of mobility
Movement = CostEvery tick of travel deducts from your cache budget
Authority = Mass ShareControl emerges from accumulated space, not permission flags
Growth = EarnedWorker success +1KB · Worker failure −2KB · No free expansion
Corruption = EntropyUnresolved tasks spread as tile-level decay, not a visual effect

Architecture

┌─────────────────────────────┐
│      Render Layer           │  Canvas 2D · Additive neon · Two-pass glow
│   (Projection + Neon FX)    │  Front-hemisphere culling only
└─────────────┬───────────────┘
              │ projects onto
┌─────────────▼───────────────┐
│    World Surface Grid       │  Cube-map quad topology → sphere projection
│  (face, i, j) tile space    │  No polar distortion · Square tiles · BFS-ready
└─────────────┬───────────────┘
              │ anchors
┌─────────────▼───────────────┐
│     Simulation Core         │  Pure 2D continuous space · Fixed 120Hz timestep
│  (2D movement + entities)   │  GW-style glide · friction · capped speed
└─────────────┬───────────────┘
              │ governed by
┌─────────────▼───────────────┐
│    Capacity / Physics       │  Mass · Cost · Resistance · Corruption spread
│  (Conservation Laws)        │  KB accounting · Half-life decay · 51% consensus
└─────────────────────────────┘

Key constraint: The 3D sphere is a projection layer only. The simulation lives in 2D. This keeps it deterministic, lightweight, and O(N) on entities.


The Tile System

Every surface square is identified as (face, i, j) — one of 6 cube faces, N×N grid each.

Each tile stores real state:

FieldDescription
capacity_totalMaximum KB this tile can hold
capacity_usedCurrently occupied space
capacity_stakedLocked by trails / light-cycle walls
corruptionNormalized [0,1] decay level
support_valueStructural reinforcement health
lock_timersCooldown on edges / interactions

Tiles can support entities, block movement, fracture under overload, and spread corruption to neighbors. This turns filesystem fragmentation into terrain physics.


Physics Formulas (Key Relationships)

Effective speed (the core equation):

v_P = v_max · (E_P / (m_P + ε))

Where E_P = sum of free capacity across all shards, m_P = committed capacity.

Tile resistance (corruption + load):

R_j = 1 + k_c·c_j + k_s·(1 - g_j) + k_p·pressure_j

Movement cost per tick:

ΔK_move = ⌈k_move · distance · mass⌉

Corruption spread (cellular automaton):

c_j(t+1) = clamp(c_j(t) + σ·avg(neighbors) - ρ·patch_j, 0, 1)

Consensus threshold:

Σ μ_i ≥ 0.51   (over coalition C)
μ_creator ≥ 0.01  [non-transferable]
μ_helper  ≥ 0.01  [non-transferable]

Full mathematical specification is in the spec section below.


Current State — Iteration 8

SystemStatus
2D movement core (GW-feel)✅ Complete
Geometry Wars glide doctrine✅ Complete
Cube-map sphere surface grid✅ Complete
Resogun-style projection✅ Complete
Ultra-light Canvas 2D pipeline✅ Complete
No-server, folder-import clean✅ Complete
Tile-anchored entity logic🔲 Next
Capacity accounting per tile🔲 Next
Corruption propagation🔲 Planned
Worker polygon dispatch🔲 Planned
Lane allocation events🔲 Planned
Light-cycle trail mode🔲 Planned
LuciferAI polygon embodiment🔲 Future

Roadmap

Phase 1 — Tile Physics (active)

  • Bind entities to tile coordinates
  • Implement capacity accounting (used / staked / free) per tile
  • Speed and acceleration derived from tile-local free capacity
  • Movement deducts from entity's KB budget

Phase 2 — Corruption & Workers

  • Cellular automaton corruption spread across adjacency graph
  • Worker polygon dispatch on corruption detection
  • +1KB / −2KB system capacity on task resolution
  • Tile fracture when entity mass exceeds tile capacity

Phase 3 — Light Cycles & Trails

  • Trail = staked tile edges with half-life decay
  • Movement cost includes wall-deposit spend
  • Speed-locked interaction rejection during TTL window

Phase 4 — LuciferAI Embodiment

  • AI as a polygon body: distributed capacity graph
  • Self-modification within available mass budget
  • Writes structures into tiles — not via API, via physics
  • Safety guaranteed structurally: cannot exceed world limits

Design Constraints (Locked)

These are not preferences. They are architecture invariants:

  • ✅ Canvas 2D only — no WebGL
  • ✅ No physics engines (Matter.js, Box2D, etc.)
  • ✅ No ECS frameworks
  • ✅ No per-frame pathfinding — BFS on blocked-move events only
  • ✅ No per-frame memory allocation
  • ✅ Fixed timestep simulation (120Hz)
  • ✅ All logic deterministic — identical input → identical output

Reference standard: Geometry Wars 2 + Resogun. Minimal math, maximal feel. Everything faked except what matters.


Visual Language

Brightness  →  activity level
Thickness   →  capacity load
Color       →  tile state (healthy / corrupt / locked / staked)
Glow        →  not decoration — it encodes system truth

Neon wireframe. Additive blend. No textures. Motion conveys intelligence.


Why This Matters

Most AI sandboxes enforce limits through rules and permissions.
This system enforces limits through physics and conservation.

An AI agent inside this world:

  • cannot move without paying for it
  • cannot grow without earning capacity
  • cannot take control without accumulating mass over time
  • cannot escape the constraints of the space it inhabits

Safety is structural, not moral. The world simply does not support unbounded behavior.

That's the difference between a policy and a physics engine.


Contributing

The architecture is locked at the invariant level (see constraints above). Extensions are welcome in:

  • New tile topology modes
  • Alternative projection surfaces
  • Visualization layers
  • Worker AI strategies
  • LuciferAI behavior research

Before opening a PR, read the architecture section — especially the conservation laws. Breaking conservation is not a feature.


License

MIT


Iteration 8 · Canvas 2D · No dependencies · No server
Built by @GareBear99