A deterministic, server-authoritative engine for AI-driven worlds. v3.1.1 compiles one logic core to a Rust workspace and binds it to TypeScript (npm), WASM (browser), a native PyO3 Python binding (PyPI wheel planned), and a C ABI (Unity / Godot / Go) - producing byte-identical results from the same seed on every surface, pinned by shared golden vectors and enforced in CI by the cross-language Determinism Gate. Express tabletop rules as DATA via the Any-System ruleset AST (d20 delta / derived checks, plus PbtA-style 2d6 moves and d100 roll-under checks via the v2 node families: roll vs DC -> degree -> mutations, fail-closed static validation before any RNG draw, never untrusted code). Persist + reconstruct a world from a verified snapshot + replay (HMAC over canonical integer-only state), advance it between sessions with a deterministic epoch world-tick, and run shared play on a real-time multiplayer core - a command-frame tick with client rollback reconciliation and Merkle region hashing, where a client can predict but can never forge an outcome. Underneath: the 14 pure-logic Trinity kernels (acoustic propagation, voxel mesh, packet routing, AI Director governance), plus the universal Bestiary kernel and a tamper-evident HMAC-SHA-256 EventChain for audit trails + anti-cheat. The same determinism ships in production: LoomMaster (theworldtable.ai/loommaster.html) is a live AI Game Master for D&D 5e + the Pathfinder 2e Remaster where every roll is resolved server-side on a seeded PRNG and every turn is HMAC-chained - the LLM only narrates. Try the live playground at theworldtable.ai/engine. Built from scratch for TheWorldTable.ai, open source and available on npm.
src/index.ts with full type signatures, generics, and inline doc comments.--tag beta. Wave milestones promoted to latest manually. Install: npm i loom-engine.14 pure-logic kernels enforcing 90+ Codex hardening gates. All non-negotiable engine invariants honoured: no RNG, no wall clock, no Atomics, fixed-capacity, every input bounds-checked. Maturity: these are standalone, isolated primitives (experimental / beta) - each ships with its own tests and gates, but they are not yet wired together as one integrated runtime. Try them live at theworldtable.ai/engine.
The engine becomes a deterministic, server-authoritative world engine: ONE logic core, compiled to a Rust workspace and bound to four surfaces - byte-identical from the same seed, pinned by shared golden vectors. Same invariants throughout: no RNG outside the seeded PRNG, no wall clock, fail-closed at every boundary.