Weksa/docs/runtime-authoring-split.md

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# Runtime and Authoring Split
Weksa must be able to run in time-sensitive contexts such as games. The hot path
should be fast, deterministic, local, and free of required LLM calls.
## Runtime
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Runtime consumes Weksa interlingua packets and compiled language-project data.
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```text
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interlingua packet
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-> ontology projection
-> grammar plan
-> morphology
-> phonology
-> diachrony
-> surface render
```
Runtime invariants:
- no network dependency
- no required LLM call
- no arbitrary English interpretation in the hot path
- compiled data is immutable during a render pass
- renderer does not invent meaning
- traces can explain which stage made each decision
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The game, tool, or host application should send an interlingua packet, not prose
that Weksa must guess at under pressure. See
[Interlingua Standard](./interlingua-standard.md).
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## Authoring
Authoring tools may use neural models for slow, inspectable work:
- semantic decomposition from example English
- candidate ontology entries
- typological inspiration
- register and lexicon proposals
- consistency critique
- test case generation
Model output becomes durable only when normalized into explicit project state.
The model is a workshop tool, not a runtime authority.
## Parallel Renderers
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One interlingua packet may render into multiple surfaces:
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```text
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interlingua packet
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-> projected meaning
-> alien-language renderer
-> subtitle or gloss renderer
-> debug/plain renderer
```
For flavor-first settings, subtitles may render from projected meaning instead
of neutral facts. The neutral facts still exist underneath for correctness and
debugging.