Dolphin manual

What it is / interactive architecture

Dolphin: Working Yeho-native engine proven through FPSWars and shared consumers

Dolphin has a verified Windows engine spine connecting native build, deterministic simulation, rendering, authority, networking, input, packaging, and the twelve-mission FPSWars game. The plate separates that working boundary from the still-proposed prefab, Bubble World, broader-platform, and VR authoring layers.

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Dolphin field guide

Kai VeloThe Slipstream Architect
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Working Yeho-native engine proven through FPSWars and shared consumersDolphin has a verified Windows engine spine connecting native build, deterministic simulation, rendering, authority, networking, input, packaging, and the twelve-mission FPSWars game. The plate separates that working boundary from the still-proposed prefab, Bubble World, broader-platform, and VR authoring layers. 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 01Presentation-specific clients render, inspect, and manipulate the same project and command surfaces without becoming shipping dependencies.FXN0404 / AUTHORING CLIENTSDESKTOP / VRVISUAL / AIComplete eventual in-VR workflowIN 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 01The working Windows slice renders FPSWars through a hardware graphics path with a software raycaster fallback while the broader explicit render-and-compute graph grows behind real scenes.FXN0808 / PRESENTATIONRENDER + COMPUTEQUALITY GRAPHHardware graphics.render3d path...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 syntax, semantic analysis, packages, Forge lowering, Kyber, runtime contracts, and diagnostics turn the admitted Dolphin and FPSWars program into a native Windows artifact.FXN1010 / OWNED STACKYEHO FORGE +NATIVE TOOLCHAININ 02ProcessOUT 01A target and performance claim advance only with named hardware, workload, build identity, settings, execution, packaging, measurements, and reproducible artifacts.QAN1111 / EVIDENCEPLATFORM +PERFORMANCE GATESPortable interfaces are not pla...IN 02EvidenceOUT 01The current native output is the packaged FPSWars Windows player, backed by deterministic, network, input, checkpoint, composition, GUI, and play-path evidence.OUTN1212 / VERIFIED OUTPUTFPSWARSWINDOWS PLAYERWindows x64 is the verified pla...IN 01OutputOUT 00DHL-VISUAL-PROGRAM / DOLPHIN / REV 04VARIABLE NODES / DISTRIBUTED PORTS / INSPECTABLE CONTRACTS