11 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.
Runtime capability manifests answer the other half with
worldSurfaceLowering[]. Each claim names a targetId, supported surface
kinds, projection kinds, support level, evidence paths, and the ownership rule
that the runtime lowers provider state without becoming provider truth. If a
provider advertises a lowering target and no runtime claims it, conformance
emits a capability gap instead of quietly pretending the engine exists.
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 carry provider documents without interpreting plugin semantics; the browser fields adapter should reconstruct the RTS view as part of the unspecialized 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, Electron shell, and TUI lowerers are lowering targets;
Aetheria remains the owner of world state, assets, command acceptance, and
receipts.
The Unity scene lowerer now has a playable-world extraction and client-session
proof. The fixture carries a generic world.scene3d node with a daemon state
pointer, asset manifest ref, third-person input/camera profile,
movement/focus/target command names, world.entity3d rows, and a
field.vector3d volume field. The Unity scene runtime lowers that into
playableWorld projection evidence: entity ids, kinds, labels, positions,
radii, asset refs, controllability, and command affordances. The generic
EveUnitySceneClientSession consumes provider surface snapshots and emits
gamecult.eve.command.v1 intents through the advertised command boundary.
EveUnitySceneProviderConnection adds the live-source port shape:
IEveUnitySceneProviderSurfaceSource supplies current and updated snapshots,
while IEveUnitySceneCommandSink receives command envelopes.
IEveUnitySceneProviderSurfaceDocumentSource,
EveUnitySceneProviderSurfaceDocument, and
EveUnitySceneProviderSurfaceDocumentSource now make that snapshot source a
typed document-consumer boundary: a CultMesh/CultCache adapter can own surface
delivery and publish provider-authored documents, while EveUnity only converts
them into snapshots for the generic lowerer.
EveUnityPlayableWorldLiveClient composes that connection with the playable
world presenter: every provider snapshot is lowered into a presentation pass,
Unity input still emits provider-owned command intents rather than mutating
local world truth, and IEveUnitySceneCommandReceiptSource reports provider
receipts as derived command status. Pending receipts do not move the scene;
accepted or reconciled receipts only trigger a refresh from the provider surface
source, so the next presentation still comes from daemon-authored state.
EveUnityPlayableWorldRuntime is the generic runtime composition entry point:
it wires provider surface documents, provider asset manifest documents, command
sink, optional receipt source, asset manifest cache, presenter, and scene sink
into one Unity playable-world client without importing provider code. The
Aetheria provider bridge now implements the same receipt-source port: when the
daemon accepts a surface command envelope or routes a fallback Eve command, it
publishes an EveUnitySceneCommandReceipt through
IEveUnitySceneCommandReceiptSource so the Unity client observes provider
acceptance without mutating scene truth locally.
EveUnityPlayableWorldPresenter maps the provider-authored entity rows and
asset refs into scene operations through IEveUnityPlayableWorldSceneSink and
IEveUnityPlayableWorldAssetResolver, including removal of entities that
disappear from later provider snapshots. EveUnityGameObjectPlayableWorldSceneSink
is the first Unity-native implementation: it creates or updates generic
GameObject instances, applies transforms/radii, attaches an
EveUnityPlayableWorldEntityMarker, and resolves provider asset refs through an
IEveUnityGameObjectAssetProvider hook. EveUnityPlayableWorldAssetManifest
and EveUnityManifestGameObjectAssetProvider add the provider-manifest mapping
step: provider asset refs and entity kinds become Unity resource/prefab keys
through data rather than Aetheria code. gamecult.eve.unity_playable_world_asset_manifest.v1,
IEveUnityPlayableWorldAssetManifestDocumentSource, and
EveUnityPlayableWorldAssetManifestDocumentSource define the typed document
loading boundary for those Unity load keys. IEveUnityPlayableWorldAssetManifestSource
and EveUnityPlayableWorldAssetManifestCache key live manifest updates by the
playableWorld.AssetManifest pointer, so a CultMesh/CultCache source can update
Unity asset bindings without changing the lowerer. EveUnityLivePlayableWorldAssetProvider
connects that cache to the active world pointer for GameObject scenes. Aetheria-specific
names appear only as provider-authored data and command ids; the Unity client
code does not import Aetheria runtime types, prefab classes, or apply movement
locally.
This is not yet the final playable client. The Aetheria consumer bridge now feeds surface documents, asset manifest documents, command submission, and provider receipts into the generic Unity ports. The remaining cut is live CultMesh/CultNet subscription ownership for those same ports and proof that daemon receipts plus refreshed provider documents drive the next rendered Unity frame rather than renderer-local state.
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.