← Dolphin manual

What it is / interactive architecture

Dolphin: Native Studio, shared engine, and worlds built in Yeho

The current Mac Metal Studio connects eight dockable panels, authored scenes, coastal lighting, grounded Play, and a pass profiler. Windows has a separate world sandbox and retained twelve-mission FPSWars proof. This map joins those working pieces to the wider intended authoring architecture; VR, AI clients, and general prefabs remain future work.

CAST / 09

Dolphin field guide

Kai VeloThe Slipstream Architect
Open complete manual
Native Studio, shared engine, and worlds built in YehoREV 03
100%
SHAPE KEY
Native Studio, shared engine, and worlds built in YehoThe current Mac Metal Studio connects eight dockable panels, authored scenes, coastal lighting, grounded Play, and a pass profiler. Windows has a separate world sandbox and retained twelve-mission FPSWars proof. This map joins those working pieces to the wider intended authoring architecture; VR, AI clients, and general prefabs remain future work. Every station and route can be selected for more information.Creator input becomes versioned project material with stable identity.R01 / typed unitsThe command layer reads project state and validates proposed mutations.R02 / current stateDesktop, VR, visual, and AI clients express intent through one command boundary.R03 / typed commandValidated transactions update the canonical units and append inspectable history.R04 / commit + historyProject capabilities and declared systems resolve a target-specific dependency graph.R05 / features + targetsOnly the admitted engine core and selected systems enter runtime composition.R06 / composeJobs, time domains, world identity, and deterministic services schedule authoritative game state.R07 / fixed stepPresentation receives an explicit extracted view rather than mutable simulation internals.R08 / render extractionPhysics research can enter simulation only after its bounded comparison wins.R09 / promoted mathLighting and geometry research crosses into rendering only through a recorded promotion decision.R10 / promoted lightEngine, game, package, asset, and target identity feed the owned build stack.R11 / resolved programRuntime packages and platform provider contracts join the compiled game.R12 / runtime contractsVisual quality, latency, memory, power, and fallback selection are captured on representative hardware.R13 / frame evidenceThe complete compiler-to-package path is exercised on real target hardware.R14 / build + executeOnly an artifact that passes target, deterministic, network, input, GUI, package, and play-path gates becomes a supported Dolphin output.R15 / admitYeho source, mission facts, spatial edits, imported assets, target intent, and game rules enter as visible versioned material rather than hidden editor state.FXN0101 / CREATOR INPUTGAME IDEA +AUTHORED UNITSFPSWars source and twelve missi...IN 00ProcessOUT 01One typed model owns worlds, scenes, resources, behavior, assets, modules, build profiles, target capabilities, history, validation, and budgets.DBN0202 / SHARED MEANINGCANONICALPROJECT MODELIN 02State storeOUT 02Every creator client submits the same typed transaction through validation, preview, application, attribution, undo, redo, and diagnostics.APIN0303 / MUTATION BOUNDARYAUTHORINGCOMMAND KERNELNo privileged client mutation r...IN 02BoundaryOUT 01Current Studio has eight dockable panels, native pop-outs, resizable splits, saved layouts and Q/W/E/R Scene tools. VR and AI clients remain extensions to prove through shared authoring contracts.FXN0404 / AUTHORING CLIENTSNATIVE STUDIOFUTURE VR + AIScene Interior, Overview, and G...IN 00ProcessOUT 01Declared game features, reachability, registration, packages, and target capability resolve the exact runtime systems and cooked material each artifact needs.DBN0505 / COMPOSITIONRESOLVEDMODULE GRAPHIN 01State storeOUT 02Memory domains, tasks, identifiers, world state, serialization, diagnostics, profiling, configuration, and deterministic services form the small reusable engine core.FXN0606 / EXECUTIONCORE RUNTIMEJOBS + TIME + WORLDSimulation, presentation, and a...IN 01ProcessOUT 02Collision, contacts, constraints, queries, fixed-step state, behavior, spatial structures, and numerical policy advance authoritative game state.FXN0707 / AUTHORITATIVE STATEPHYSICS +GAME SIMULATIONUnits, precision, and determini...IN 02ProcessOUT 01Mac Studio renders the coastal cabin with editable Scene/Game pipelines, bounded sky/cloud caching, and shared Metal batches per camera. The Windows sandbox uses its separate graphics.render3d route.FXN0808 / PRESENTATIONMETAL LIGHTINGPASS PROFILERPre/post effects and visible by...IN 02ProcessOUT 01New lighting, geometry, physics, AI, compression, and optimization ideas compete in bounded experiments against strong conventional baselines.FXN0909 / EXPERIMENTALGORITHMRESEARCH LABPrecise problem and correctness...IN 00ProcessOUT 02Yeho compiles the editor and shared engine packages to native artifacts with explicit CPU-reference and GPU provider choices. Mac Metal and Windows engine checkpoints retain separate evidence.FXN1010 / OWNED STACKYEHO + NATIVEPROVIDERSIN 02ProcessOUT 01A target and performance claim advance only with named hardware, workload, build identity, settings, execution, packaging, measurements, and reproducible artifacts.QAN1111 / EVIDENCEPLATFORM +PERFORMANCE GATESEleven Mac Studio verification ...IN 02EvidenceOUT 01Mac Studio offers grounded Cabin Play and scene authoring. Windows opens World Sandbox, with the FPSWars campaign retained as a separate regression lane. Shared packages serve other real tools.OUTN1212 / VERIFIED OUTPUTSTUDIO +PLAYABLE WORLDSPlay captures Game input; Stop ...IN 01OutputOUT 00DHL-VISUAL-PROGRAM / DOLPHIN / REV 04VARIABLE NODES / DISTRIBUTED PORTS / INSPECTABLE CONTRACTS