Add cinematic pipeline to daemon swarm docs
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@ -54,6 +54,56 @@ architecture. It is a reference ledger for
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Verse discovery, peer exchange, game sessions, simulation fact commitment,
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and stream catalogs.
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## Brokkr
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- `Brokkr:README.md`: Brokkr is the GameCult creative-tool broker daemon. It
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lets Unity, Blender, and future editor runtimes expose live authoring
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surfaces to the Verse without pretending those runtimes are the same machine.
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Brokkr owns the broker contract, provider advertisement, routing policy, and
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typed command receipts. Unity and Blender keep editor truth.
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- `Brokkr:docs/architecture.md`: the Unity package opens a durable CultMesh node
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backed by `.brokkr/unity-editor.ccmp`, writes editor snapshots and command
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receipts, and watches typed command-intent documents. The Blender add-on uses
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CultLib's Python CultMesh runtime as its local mirror node and can serve that
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node for external clients.
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- `Brokkr:docs/provider-contract.md`: Brokkr exposes capability families for
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mirror publishing, intent watching, host status, scene tree, component state,
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selection, asset catalog, object creation, component/property writes, command
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receipts, and Eve GUI/TUI publication. It defines Unity and Blender host
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snapshots, command intents, receipts, sync sessions, object bindings, sync
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vars, and timeline bindings.
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## Weksa, Vili, And Ghostlight
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- `E:\Projects\weksa\README.md`: Weksa is a procedural language engine grounded
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in concept, culture, grammar, phonology, morphology, and diachronic history
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rather than English word substitution. Its daemon contract owns typed
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conversational intent, pronunciation plans, utterance handoffs, and the
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Eve/CultMesh surfaces that make those documents inspectable.
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- `E:\Projects\weksa\docs\verse-service-contract.md`: Weksa is the
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language-intent daemon. It turns writing, dialogue pressure, and agent state
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into typed intent, pronunciation, and utterance documents for text, speech,
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and synthesis consumers. AquaSynth owns learned speech synthesis and audio;
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external speech providers own rendered audio; Weksa owns the accepted
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utterance/request projection and trace.
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- `Vili:README.md`: Vili is the GameCult Persona animation daemon. It bridges
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Persona performance intent to body-motion generation through Kimodo, while
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Vili owns job intake, Kimodo runtime checks, resident worker lifecycle,
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generated motion artifact references, and provider/operator surfaces.
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- `Vili:docs/verse-service-contract.md`: Vili is an animation service, not a
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per-request CLI wrapper. It accepts gesture/action prompts, keeps a resident
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Kimodo worker warm, publishes job records and motion artifacts, and leaves
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retargeting/playback/facial performance/camera/lip sync to future renderers.
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- `Ghostlight:notes/fresh-workspace-handoff.md`: Ghostlight's live
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product-facing goal is procedural branching scene generation for games:
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speech and non-speech actions, NPC responses, consequences, future hooks, and
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state/memory/social-perception mutation.
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- `Ghostlight:prompts/sandboxed-coordinator-turn.md`: the Ghostlight
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coordinator worker moves one scene beat through structured state. It consumes
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scene/world state, event records, participant summaries, unresolved hooks,
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available characters, clocks, resources, gates, and allowed machinery calls,
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then emits the next playable state.
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## Odin And Idunn
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- `Odin:src/Idunn/README.md`: Idunn is the keepalive daemon for the Odin swarm.
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@ -126,13 +126,89 @@ The same pattern applies elsewhere:
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- Mimir owns observation and synchronization interpretation.
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- VoidBot owns its local swarm state and Persona/tool surfaces.
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- Weksa owns utterance intent and lowering.
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- Weksa owns language intent, pronunciation, utterance lowering, and delivery
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trace.
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- Vili owns animation job intake, Kimodo worker lifecycle, and generated motion
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artifact references.
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- Brokkr owns live creative-tool broker contracts between Unity, Blender, and
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the Verse.
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- Ghostlight owns scene state coordination, next-beat selection, and playable
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consequence records.
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- StreamPixels owns creator/render pipeline state.
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- Odin owns discovery and provider aggregation.
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- Idunn owns daemon continuity and restart witnesses.
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Each daemon is a small sovereign machine. The swarm is the application.
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## The Cinematic Content Swarm
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The strongest current example is not a dashboard. It is the rapid creative
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pipeline for cinematic game content.
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The target shape is this:
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```text
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Ghostlight scene state
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-> Weksa utterance and delivery intent
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-> AquaSynth or external speech provider voice output
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-> Vili/Kimodo body-motion generation
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-> Brokkr Unity/Blender live sync
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-> native Eve/editor/game surfaces
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-> reviewed scene update
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```
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Each daemon makes the next daemon more capable.
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Ghostlight is the stage coordinator. It owns world and scene state, visible
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participants, event history, unresolved hooks, pressures, branch affordances,
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and the next playable beat. It decides which actor, lever, or machinery call
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should happen next without pretending to be the actor, renderer, or editor.
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Weksa is the language and speech-intent engine. It can be used by any character
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or Persona as a mouth, throat, and stage-instruction organ: writing and agent
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state enter as intent pressure; Weksa lowers that into target-language
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utterances, pronunciation plans, prosody/emphasis hints, speech-provider
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requests, and AquaSynth handoff documents. Weksa does not own the audio bytes or
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the motion. It owns the inspected delivery intent and trace.
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AquaSynth is one speech and sound body for that intent. It can consume Weksa
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handoffs, compile the needed synth/voice machinery, and publish sample or stream
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receipts. External speech providers can be other mouths. The important thing is
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that Weksa-authored intent remains traceable instead of vanishing into a prompt.
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Vili wraps Kimodo as the animation daemon. Weksa, Personas, or Ghostlight can
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propose performance intent, gesture prompts, constraints, and durations. Vili
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owns animation job identity, request persistence, Kimodo runtime readiness, the
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resident worker lifecycle, and generated motion artifact references. Kimodo owns
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motion synthesis. Retargeting, playback, facial performance, camera, and lip
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sync belong to their renderer or future provider surfaces.
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Brokkr is the forge broker for live creative tools. Unity and Blender publish
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host snapshots, command intents, command receipts, object bindings, sync vars,
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and timeline bindings through CultMesh mirrors. Brokkr routes typed editor
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observations and admitted commands without stealing editor truth: Unity still
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owns Unity scenes, assets, selection, play mode, imports, and editor side
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effects; Blender still owns Blender scenes, objects, operators, add-ons, and
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render settings.
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That gives us a fast loop:
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1. Ghostlight chooses or updates a scene beat.
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2. Weksa gives an actor the line, pronunciation, delivery, and speech handoff.
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3. AquaSynth or another speech provider makes the voice.
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4. Vili generates body motion from the same performance intent.
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5. Brokkr pushes or synchronizes the resulting scene, object, camera, timeline,
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and asset changes into Unity and Blender.
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6. Eve surfaces let humans inspect, steer, accept, reject, and replay the
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receipts.
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The result is not one giant cinematic editor. It is a swarm where language,
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voice, motion, scene state, and DCC synchronization remain separate authorities
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that can compose. Each daemon is useful alone. Together they become a larger
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daemon: a cinematic game-content machine that can move from story pressure to
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spoken performance to animated scene state without every app embedding every
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capability.
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## The Script Starts The Swarm
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When a GameCult script says "run the app," it often means "start the local
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@ -281,3 +281,4 @@
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{"timestamp":"2026-06-15T01:34:00+01:00","topic":"aquasynth-daemon-bounded-automation-stream","claim":"A bounded realtime-shaped automation stream now belongs to AquaSynthDaemonService, not the CLI or a future transport listener. The service compiles once, opens a native Faust streaming patch, applies per-block controls, emits CultMesh-compatible audio/control descriptors and frame handles, writes per-block float32 packet bodies, and persists one stream receipt.","evidence":"src/AquaSynth.Faust/AquaSynthDaemonService.cs; tests/AquaSynth.Dsl.Tests/AquaSynthDaemonServiceTests.cs; tools/AquaSynthDaemon/Program.cs; docs/verse-service-contract.md"}
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{"timestamp":"2026-06-15T01:42:00+01:00","topic":"aquasynth-local-cultnet-daemon","claim":"AquaSynth now has a local CultNet daemon boundary: typed patch/sample/stream command documents are written to the CultNet database, AquaSynthCultNetDaemon watches and serializes them through AquaSynthDaemonService, and typed compile/render/stream/provider receipts are published back to the database. The service remains the render/session owner; CultNet is transport and publication authority.","evidence":"src/AquaSynth.Faust/AquaSynthCultNetDaemon.cs; tools/AquaSynthDaemon/Program.cs; tests/AquaSynth.Dsl.Tests/AquaSynthDaemonServiceTests.cs; docs/verse-service-contract.md; CLI smokes: cultnet-once returned 2205 sample frames for 0.05s and cultnet-stream returned 2 packet receipts with control frame count 1 on block 1."}
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{"timestamp":"2026-06-15T02:05:00+01:00","topic":"gamecult-daemonic-swarm-doc","claim":"GameCult app architecture is now documented as a daemonic swarm pattern: the visible window is usually a thin native Eve terminal, while provider daemons own capabilities, typed state, commands, receipts, health, and surfaces. The prior-work ledger ties the article back to AquaSynth, Eve, CultMesh, Odin, Idunn, and public GameCult site references.","evidence":"docs/gamecult-daemonic-swarm.md; docs/daemonic-swarm-prior-work.md; state/map.yaml"}
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{"timestamp":"2026-06-15T02:22:00+01:00","topic":"cinematic-daemonic-swarm-pipeline","claim":"The daemonic swarm documentation now includes the creative cinematic pipeline: Ghostlight coordinates scene state and next beats, Weksa lowers writing/agent state into utterance and delivery intent, AquaSynth or external providers produce voice, Vili wraps Kimodo for motion generation, and Brokkr mirrors/synchronizes Unity and Blender through CultMesh without stealing editor truth.","evidence":"docs/gamecult-daemonic-swarm.md; docs/daemonic-swarm-prior-work.md; Brokkr README/docs/provider-contract.md; Vili README/docs/verse-service-contract.md; Ghostlight prompts/sandboxed-coordinator-turn.md; E:/Projects/weksa/docs/verse-service-contract.md"}
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