1.3.0 — in development
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).
1.2.0 — released
The last released version: the build/play/experiment HTTP surface, the gameplay and MOBA layers, the forward PBR renderer, and the physics solver foundation that 1.3.0 builds on.This is a curated summary. Capability pages carry the current, code-verified detail; the
API reference is generated from the live handlers.