Thing/docs/world-state-lowering.md
2026-07-09 02:27:35 +01:00

6.3 KiB

Eve World-State Lowering

Date: 2026-07-07

Eve does not only lower interface widgets. Eve lowers authored surfaces that may include UI, live state pointers, commands, assets, 2D fields, 3D fields, entity/object rows, and native view descriptors. A provider may publish a surface for a compact dashboard, a browser canvas, a native mobile view, a desktop tool, a 2D tactical map, a 3D action-game scene, or a future room-scale projection. Those are different lowering targets for one semantic contract.

Authority

Provider owns:

  • committed domain state;
  • rules and accepted command effects;
  • state pointers and document identities;
  • authored surface semantics;
  • assets and asset manifests;
  • render-field documents and view descriptors when they describe provider state.

Eve owns:

  • the portable surface contract;
  • layout and interaction semantics;
  • state-binding and operation-invocation semantics;
  • modal/dropdown placement semantics;
  • generic asset-reference lowering hooks;
  • 2D and 3D scalar/vector/color field visualization primitives;
  • native-view descriptor semantics;
  • renderer parity expectations across runtimes.

Runtime lowerers own:

  • native projection;
  • input hardware capture;
  • frame timing;
  • local caches and native buffers;
  • quality/performance choices that do not change provider meaning.

CultMesh owns:

  • typed state delivery;
  • subscriptions and replay;
  • provenance;
  • asset transport;
  • operation routing.

No renderer gains provider authority because it can draw a provider surface.

World Surfaces

A world surface is an Eve surface whose retained tree describes a view into provider world state. It may contain normal UI controls, but it also carries instructions for reconstructing a spatial presentation.

World surfaces should be able to describe:

  • state pointers to daemon/provider-owned typed documents;
  • high-performance SoA or native-view descriptors;
  • object/entity render rows with transforms, labels, selection metadata, and operation affordances;
  • 2D scalar fields, such as height, influence, heat, pressure, or gravity;
  • 2D vector/color fields, such as tint, fog, flow, current, or velocity;
  • 3D scalar fields, such as density, temperature, or occupancy;
  • 3D vector fields, such as flow, force, wind, or steering;
  • field visualizers, such as isolines, shaded height, probes, volume slices, particles, streamlines, glyphs, or contour bands;
  • render splat buffers and accumulation rules;
  • asset refs for sprites, icons, meshes, materials, shaders, generated textures, and media;
  • presentation-quality hints and level-of-detail policy.

The renderer chooses the best native projection it can support. It must not invent provider semantics to compensate for missing contract information.

Provider advertisements attach the reusable boundary to world surfaces through surfaces[].worldInteraction. That block names:

  • projectionKind: the generic world presentation role, not a game-specific rule name;
  • stateSchemas: provider-owned state documents that describe the world;
  • commandBoundary: the provider command route that receives interaction intents;
  • receiptSchema: the provider-owned receipt document schema;
  • loweringTargets: runtime families expected to consume the surface;
  • ownership: the plain-language authority rule for state, assets, command acceptance, and receipts.

Conformance scenarios can require worldSurfaces[] entries and the parity harness checks them against the advertisement. This makes an interactive world surface portable without giving Eve or a runtime private Aetheria knowledge.

Quality Tiers

A low-end or debugging renderer may lower a world surface into labels, simple icons, flat shaded fields, and command lists.

A browser renderer may lower the same surface into Canvas, WebGL, DOM overlays, or a mixed scene.

A Unity, Godot, Direct2D, Vulkan, Metal, or future native renderer may lower the same surface into engine-native meshes, materials, particles, UI panels, input affordances, and camera-relative overlays.

Those are quality tiers over one Eve surface. They are not separate provider contracts and they are not permission for a runtime to carry private domain logic.

Aetheria Conformance Example

Aetheria is the current pressure case for this contract.

The Aetheria daemon should publish the game state, rules, generated level, assets, operations, scalar/vector fields, object rows, and Eve surfaces needed to render both Starbridge RTS and ARPG views. Hermodr should reconstruct the RTS surface as an unspecialized browser/Eve lowerer. Electron should render the same surface as the player-facing Starbridge shell. Unity should become an ARPG lowerer over the same kind of daemon-authored surface, and Godot should become the equivalent non-Unity ARPG conformance target.

Aetheria-specific examples:

  • gravity is a 2D scalar field; isolines are one visualization, not the field;
  • nebula tint is a 2D vector/color field accumulated from provider-authored splat rules;
  • volumetric flow is a 3D vector field;
  • planets, ships, stations, projectiles, labels, and command affordances are object/entity render rows with provider-advertised assets;
  • icons, sprites, materials, meshes, and generated textures resolve through CultMesh CDN refs.

If a renderer must know the phrase "Aetheria gravity" to draw the field, Eve is missing a generic scalar-field primitive or the provider surface is underspecified. If a renderer must know "Aetheria planet" to draw a body, the object row or asset contract is underspecified.

The incubating Aetheria fixture advertises aetheria.daemon.game as interactive-world with worldInteraction.projectionKind: provider-authored-world-surface, commandBoundary: aetheria.daemon.commands, and receiptSchema: aetheria.eve_command_acceptance_status.v1. Web, Unity UI Toolkit, Unity scene, and TUI lowerers are lowering targets; Aetheria remains the owner of world state, assets, command acceptance, and receipts.

Non-Goals

Eve does not own provider gameplay rules.

Eve does not require every renderer to reach the same visual sophistication.

Eve does not collapse every engine into one rendering backend.

Eve does not turn native runtime caches into provider truth.

Eve does define enough shared semantics that provider-authored world surfaces can be reconstructed across runtimes without provider-specific renderer brains.