Cargo.toml).
1.1.0 — current
Unified Editor & Data-Driven Levels
euca-studio— one unified editor. A single app that discovers every project, lets you select one in-editor, edit its scene as data, and press Play to run it.cargo run -p euca-studio. The game-engine / experience face. →- Headless host.
cargo run -p euca-studio -- --headless [project_id]serves a project’s world over the agent HTTP API on:3917with no window — it runs the game’s full per-tick logic (game.step), replacing the old fixed-schedule example server. → - Data-driven levels via generic reflection. Any
#[derive(Reflect)]component survives a save↔load round-trip, so the host loads a project’s level and the editor edits the same scene the game plays.
World-model & evaluation substrate
euca-online— interactive world substrate.OnlineWorldexposesobserve/peek/step, with the testedpeek == stepinvariant.- Regret grading. Prequential regret in nats against the known generative distribution; a perfect predictor scores 0.
fork_peekcounterfactual branching — clone mid-episode; the unchanged remainder stays bit-identical. →euca-dataset— world-model data engine. Object-centric state/action/event extraction consuming ground-truth segmentation/depth channels. →- Editor Evaluation mode — a ground-truth inspector that makes observe/peek/fork/regret visible.
Unified rule engine
euca-rule— pure-data Rule DSL. OneRule(condition + declared distribution + effects) drives MOBA, agent, editor, and dataset paths. →- Single-RNG CI gate — one deterministic RNG source across the rule/online path.
Physics
- Iterated SI solver + rotation-aware narrow-phase, convex colliders, static triangle meshes, compound colliders via convex decomposition, and reduced-coordinate articulation (Phases 1–4). →
ECS scale
- Chunked parallel queries — the 5-system pipeline runs ~11.3× faster at 1M entities (2.7 ms vs
30.6 ms on M4 Pro).
spawn_batch(~16×).Commandsdeferred mutation. →
Rendering
- Velocity pass wired (TAA + motion blur no longer no-ops), real per-frame frustum culling + LOD, a post-process Sobel outline, and GPU-timing in the profiler. →
Asset pipeline
- AI-3D-gen world-model decoupling + provenance — generated appearance provably never touches the
hashed
state_digest. Cooked-asset LOD pipeline with PNG-compressed textures. →
RHI & native Metal
euca-rhi—RenderDevicetrait decoupling the renderer from any GPU API, plus a native Metal backend (Apple Silicon).
Foundations
The base the above builds on: the build/play/experiment HTTP surface, the gameplay layer (with MOBA and a GTA-like vertical slice shipping as example games), the forward PBR renderer, and the physics solver.This is a curated summary. Capability pages carry the current, code-verified detail; the
API reference is a hand-maintained OpenAPI snapshot (the
generator was retired) —
GET /schema on the running server is the always-current source.