SYSTEM DESIGN / PRINCIPLES

Built to remain real.

The persistent world is the product. Every renderer, interface and intelligence provider is a replaceable client of its semantic reality.

The persistent WorldCore systems of Genesis City

LAYER 01

World State

WorldCore stores the durable truth about land, locations, citizens, assets, time, ownership and events.

LAYER 02

Life Simulation

LifeEngine advances routines, tasks and needs through idempotent, observable operations.

LAYER 03

Reality Rendering

Web Observer and Unreal consume filtered snapshots and events, never acting as the database of reality.

LAYER 04

Intelligence

Rules handle clockwork; VowHumans provides governed higher cognition when context warrants it.

THE BOUNDARY THAT MATTERS

Unreal is not the database of reality.

WorldCore owns persistent semantic state. Unreal owns transient local rendering, high-frequency physical instantiation and presentation. If the GPU server stops, the city does not. When Unreal reconnects, it bootstraps its active districts and catches up from ordered world events.

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