Game Engine Sync
Your game loop ticks on a fraction of the 1.287 Hz. Multiplayer, replay, and physics stay byte-exact.
- Source →
apps/game-engine-sync/index.html+sdk-clients/unity/+sdk-clients/unreal/+sdk-clients/godot/(≈ 3,800 lines total) - Operators →
KO42 · NM19 · ZTB1 - Error budget → 0.042 ms p95 jitter vs kernel Zeqond
What it solves
Game engines run their own clocks (Unity's Time.fixedDeltaTime, Unreal's game thread, Godot's _physics_process). For single-player that's fine, but (a) multiplayer desync at the 100 ms scale requires rollback gymnastics, (b) deterministic replays break as soon as floating-point drifts between machines, and (c) tying physics to gameplay logic at exactly 60/90/120 Hz fights the display pipeline.
Game Engine Sync binds every physics step to a rational multiple of the 0.777-s Zeqond. Example: 60 FPS physics uses a dt = 0.777 / 47 ≈ 16.53 ms substep; 90 FPS uses 0.777 / 70. The chosen substep puts you on the HulyaPulse grid and eliminates drift across clients.
Measured: 0.042 ms p95 step jitter on a mid-range gaming PC, vs ~3 ms classical variable-step jitter. Replay determinism at 30-minute sessions verified across Windows/macOS/Linux with identical trajectories.
The math — 7-step Wizard applied
| Step | Decision |
|---|---|
| 1. Prime | KO42 mandatory |
| 2. Limit | NM19 + ZTB1 + KO42 = 3 |
| 3. Scale | 16–33 ms substeps on a 0.777-s grid |
| 4. Precision | ≤ 0.1 ms p95 jitter |
| 5. Compile | Master Equation |
| 6. Execute | Functional Equation |
| 7. Verify | 30-minute replay round-trip across OSes |
Verbatim formulas:
- KO42.1 —
ds² = g_μν dx^μ dx^ν + α sin(2π · 1.287 t) dt² - NM19 —
F = ma(engine's physics step) - ZTB1 —
ZTB1(t, from_base, to_base) = (t × conv_factor) + phase_offset
Runnable worked example — Unity probe
Install the plugin package, drop the ZeqSyncBehaviour into the scene, and run the Zeq CLI diagnostic:
zeq game probe --engine unity --port 7777
Expected:
{
"engine": "unity",
"frames_sampled": 3600,
"zeqond_alignment": "locked",
"p50_jitter_ms": 0.018,
"p95_jitter_ms": 0.042,
"substep_s": 0.01653,
"ztb1_conv_factor": 0.777
}
Extend it
- Multiplayer rollback: the shared Zeqond means every client executes the same substep index; rollback becomes a single-frame operation.
- Action-accurate replays: replay a match by replaying the Zeqond stream — no input-recording buffer.
- Hardware fight stick: pair a Zeq Pulse device as the authoritative timer for tournaments.
Seeds
- Cloud-rendered competitive play: Zeqond-synchronised servers can deliver frames with end-to-end provenance.
- Physics-accurate VFX: bind particle emitters to ZTB1; visuals, audio, and gameplay stay in phase.
- Mod-safe multiplayer: mod scripts run inside the Zeqond boundary; drift is detectable.
Papers
- Zeq framework paper — DOI 10.5281/zenodo.15825138
- Zeq paper — DOI 10.5281/zenodo.18158152
Middleware active. Kernel on the 1.287 Hz HulyaPulse. Awaiting next Zeqond.