Aetheria/Aetheria.State/docs/client-runtime-conformance.md
2026-07-06 21:19:48 +01:00

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Aetheria Client Runtime Conformance

This is the client-runtime authority map for removing Unity as a privileged gameplay body without replacing it with a new privileged runtime.

The daemon owns Aetheria game state, simulation, generated level content, assets, render-field declarations, Eve/CultUI surfaces, and typed operations. Client runtimes lower those surfaces and submit typed operations. A runtime may own presentation, input hardware, local caches, native buffers, and frame timing. It must not own gameplay truth merely because it can draw the game.

Runtime Roles

Runtime Role Pass condition
Hermodr Unspecialized Eve/browser lowering sanity check for the RTS surface. It reconstructs the Aetheria RTS gameplay surface from daemon-advertised Eve surfaces, typed state pointers, typed operations, render-field declarations, and CultMesh CDN assets without Aetheria-specific renderer code.
Electron Player-facing Starbridge RTS client. It renders the same daemon-authored RTS surface through the shared Eve package, with only app shell, launch, packaging, and runtime ergonomics outside Eve.
Unity Current ARPG reference client and demolition target. It behaves as a renderer/input shell over daemon state and Eve/CultUI surfaces; remaining GameObject, UI Toolkit, camera, input, and presentation adapters are classified shims or renderer-owned concerns.
Godot Future unspecialized Eve/runtime parity target for the ARPG surface. It reconstructs the ARPG gameplay surface from daemon API plus Eve/CultUI/render-field specs and CultMesh CDN assets, not from a Unity port or daemon-side Godot mode.

Hermodr is the purity test for the RTS surface. Electron is the shipped RTS client. Those are different jobs. If Electron can display something Hermodr cannot reconstruct from Eve plus daemon API, either Electron is using a private shortcut or Eve/CultMesh is missing a reusable primitive.

Godot has the same relationship to the ARPG surface that Hermodr has to the RTS surface. It should prove the ARPG client can be rebuilt from generic Eve, CultMesh state, daemon-owned assets, and engine-native lowering. It should not inherit Unity scene authority, Unity coordinate leakage, Unity UI Toolkit assumptions, or Unity-only gameplay adapters.

Forbidden Shapes

  • No daemon-side Godot mode, Electron mode, Hermodr mode, or Unity behavior branch for gameplay state.
  • No renderer-local Aetheria compensator that changes game behavior instead of being promoted into Eve/CultMesh or daemon-authored state.
  • No Aetheria-specific Hermodr plugin for RTS map semantics.
  • No Godot port of Unity scene code as the ARPG authority.
  • No Electron-only field, asset, or command interpretation that Hermodr cannot consume through shared Eve/CultMesh primitives.

Acceptance Gates

  1. The daemon publishes the RTS surface as Eve/CultUI plus typed state pointers, operation handles, render-field declarations, and CultMesh CDN asset refs.
  2. Hermodr lowers that RTS surface without Aetheria-specific renderer code.
  3. Electron renders the same RTS surface through the shared Eve package.
  4. The daemon publishes the ARPG surface with the same kind of portable surface contract.
  5. Unity consumes the ARPG contract as a renderer/input shell, with remaining shims listed for deletion.
  6. Godot lowers the ARPG contract without inheriting Unity authority.

Until those gates pass, Aetheria is daemon-authoritative in pieces, not free of Unity as a complete client dependency.