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Game Engine Sync

Your game loop ticks on a fraction of the 1.287 Hz. Multiplayer, replay, and physics stay byte-exact.

  • Sourceapps/game-engine-sync/index.html + sdk-clients/unity/ + sdk-clients/unreal/ + sdk-clients/godot/ (≈ 3,800 lines total)
  • OperatorsKO42 · 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

StepDecision
1. PrimeKO42 mandatory
2. LimitNM19 + ZTB1 + KO42 = 3
3. Scale16–33 ms substeps on a 0.777-s grid
4. Precision≤ 0.1 ms p95 jitter
5. CompileMaster Equation
6. ExecuteFunctional Equation
7. Verify30-minute replay round-trip across OSes

Verbatim formulas:

  • KO42.1ds² = g_μν dx^μ dx^ν + α sin(2π · 1.287 t) dt²
  • NM19F = ma (engine's physics step)
  • ZTB1ZTB1(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

Middleware active. Kernel on the 1.287 Hz HulyaPulse. Awaiting next Zeqond.