gamecult-site/docs/gamecult-repo-swarm-organ-atlas.tex
2026-06-07 01:28:18 +01:00

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pdftitle={GameCult Repo Swarm Organ Atlas},
pdfauthor={GameCult},
pdfsubject={Categorized hierarchy of GameCult projects and cross-project synergies},
pdfkeywords={GameCult, Epiphany, VoidBot, CultLib, CultCache, CultNet, CultMesh, Eve, Odin, Weksa, AquaSynth}
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\fancyhead[L]{\small GameCult Repo Swarm Organ Atlas}
\fancyhead[R]{\small current public swarm}
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\begin{document}
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{\Huge\bfseries GameCult Repo Swarm Organ Atlas\par}
\vspace{0.18in}
{\Large A categorized hierarchy of the current organ swarm\par}
\vspace{0.45in}
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\parbox{0.84\linewidth}{\Large
Epiphany is the harness. VoidBot is the live precursor. CultLib is the nervous system.
Eve lowers daemon-owned CultUI surfaces. Odin sees every Verse. Weksa gives intent
language. AquaSynth gives language a body and a voice.
}%
}
\vfill
{\large Standalone TeX artifact for the GameCult site projects revamp.\par}
{\small Source inventory: current GameCult repo-doc tree plus Odin indexed organ notes.\par}
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\tableofcontents
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\section{Prime Shape}
GameCult is a repo swarm, not a product list. The useful question is not
``which repository is exciting this week?'' The useful question is which organ
owns which truth, what typed state it emits, and which neighboring organs become
more capable because it exists.
\subsection{Grounding Standard}
This atlas is grounded in repo-local READMEs, AGENTS notes, architecture docs,
package metadata, and generated site/workflow files where those surfaces exist.
Claims that only describe a plausible synergy are written as target paths, not
as completed integration. If a future edit cannot name the source repo and
surface behind a claim, it should either be cut or explicitly marked as design
intent.
\Verdict{The coherent machine is a loop: agents act through Epiphany and VoidBot;
state persists through CultCache and travels through CultNet and CultMesh; Odin
discovers the Verse; Eve lowers provider-owned interfaces; Weksa and AquaSynth
make culture speak; games, worlds, creator tools, and public sites keep the
whole system honest by making it touch people.}
\subsection{Top-Level Organ Hierarchy}
\begin{longtable}{>{\bfseries}p{0.24\linewidth}p{0.30\linewidth}p{0.38\linewidth}}
\toprule
Category & Primary organs & What the category owns\\
\midrule
Core harness and Persona agents & Epiphany, VoidBot, Ghostlight, EpiphanyAquarium & Agent work, persistent Persona state, social memory, visual self-modeling, room-native retrieval.\\
Substrate and mesh & CultLib, CultCache ports, CultNet ports, CultMesh, CultMath & Typed state, cache files, protocol contracts, cross-runtime networking, math support.\\
Verse sight and stewardship & Odin, Gjallar, Idunn, Heimdall, Bifrost & Discovery, schema awareness, composite sight, daemon lifecycle, consent, identity, crossings, receipts.\\
Interfaces and lowering & Eve, Fensalir, Sai, gamecult-site, GameCult-Quartz, gamecult-grav & CultUI lowering, native and web surfaces, static-site Ink embeds, portable Eve visual-novel projection, public projection, shared site publishing.\\
Language and voice & Weksa, AquaSynth, aquasynth-rs & Ontology-aware utterance lowering, vocal morphology, procedural voice and instrumental synthesis.\\
Media and creator tools & Mimir, StreamPixels, repixelizer, Bokusho, LunaMosaic, Spotiverse, Stonks & Room intelligence, stream interactivity, pixel tools, brush and mosaic experiments, market data, queue-aware music control, creator-facing utilities.\\
Games and worlds & CultPong, Aetheria, AetheriaLore, Zyphos / Eusocial Interbeing, Luxidland, Aquarium-Engine & Playable proofs, world pressure, lore, eusocial culture, open-world sharding, deterministic simulation, fractal-domain rendering pressure, language-engine pressure, runtime tests.\\
Graph, geometry, and inspection & Norn, norn-rs, epiphany-graph-rs, Perlines, VibeGeometry, vg-csg, \_vg\_csg\_history\_full & Graph layout, evidence maps, line and geometry tools, shape reasoning, historical CSG evidence.\\
Operations and inventory & gamecult-ops, repo-doc-tree artifacts & Runbooks, deployment memory, indexed repo inventory, operational truth that keeps the swarm from gaslighting itself.\\
\bottomrule
\end{longtable}
\section{Core Harness and Persona Agents}
\subsection{Epiphany}
\Signal{Role:} core harness. Epiphany is the repo and agent work body where
models are expected to understand the machine they touch. It pressures work
through body maps, authority maps, persistent memory, and verification instead
of letting every task become a confident little cliff dive.
\begin{itemize}
\item Owns: agent harness behavior, work execution posture, Persona-state schema pressure, verification discipline.
\item Feeds: VoidBot, repo Personas, Ghostlight, the public Persona system, and any future worker that needs memory with spine.
\item Needs: CultCache for durable state, CultNet and CultMesh for typed crossings, Eve for inspection surfaces.
\end{itemize}
\subsection{VoidBot}
\Signal{Role:} running precursor. VoidBot is the Discord-native proving ground
for Persona agents with persistent state. It searches archives, indexed repos,
and lore, speaks through room surfaces, and hands deeper work off to heavier
tools when the room needs more than chat.
\begin{itemize}
\item Owns: Discord-native retrieval, room memory, repo source search, owner notification compatibility, live Persona pressure.
\item Feeds: Epiphany's design lessons, Ghostlight social continuity, Bifrost crossing patterns, repo-Persona state.
\item Demotion line: delivery mechanisms are actuators, not sovereign truth. Bifrost should own public and owner-facing crossings when those crossings become formal.
\end{itemize}
\subsection{Ghostlight and EpiphanyAquarium}
Ghostlight carries persistent social state for characters, agents, and Personas.
EpiphanyAquarium, EpiphanyAquarium-Bevy, EpiphanyAquarium-Web, and
Aquarium-Engine are the visual and runtime labs for agent ecology,
self-modeling, and character surfaces.
\begin{itemize}
\item Ghostlight owns social continuity and character state pressure.
\item EpiphanyAquarium owns the aquarium metaphor made inspectable: visible agent ecology, not hidden prompt soup.
\item The Bevy and Web bodies prove that the same agent ecology can be lowered into different runtimes.
\end{itemize}
\section{Substrate, Protocol, and Mesh}
\subsection{CultLib, CultCache, CultNet, and CultMesh}
CultLib is the nervous system family. Its job is to make state, protocol, and
cross-runtime behavior boring enough that the exciting layers stop using local
folklore as infrastructure.
\begin{itemize}
\item \Term{CultCache} persists typed state in cache files. It is the durable memory substrate.
\item \Term{CultNet} carries typed communication between peers and services.
\item \Term{CultMesh} networks daemons, state catalogs, discovery, schema surfaces, and provider-owned interfaces.
\item \Term{CultLib} is the reference family and shared runtime pressure that keeps the ports aligned.
\end{itemize}
\begin{longtable}{>{\bfseries}p{0.23\linewidth}p{0.24\linewidth}p{0.45\linewidth}}
\toprule
Organ & Runtime family & Job\\
\midrule
\Organ{CultLib}{C\# anchor}{Shared runtime and protocol family, including schema, persistence, and interop pressure.}
\Organ{CultCacheTS}{TypeScript}{Web and Node-side typed cache body.}
\Organ{cultcache-rs}{Rust}{Rust typed cache crate for daemon and performance-sensitive bodies.}
\Organ{cultcache-py}{Python}{Control-plane and bootstrap cache body.}
\Organ{CultNetTS}{TypeScript}{TypeScript CultNet client and contract surface.}
\Organ{cultnet-rs}{Rust}{Rust peer and schema-aware transport body.}
\Organ{CultMath}{Shared math}{Math support for geometry, simulation, layout, and reasoning organs.}
\bottomrule
\end{longtable}
\section{Verse Sight, Keepalive, Identity, and Crossings}
\subsection{Odin, Gjallar, and Idunn}
Odin is the all-seer. It accepts Verse discovery, schema catalogs, translation
routes, provider surfaces, and observation projections. It preserves provider
ownership: Odin sees truth that other daemons deliberately publish; it does not
replace those daemons with a secret central registry.
\begin{itemize}
\item \Term{Odin} owns accepted Verse sight, schema awareness, translation planning, and interface aggregation.
\item \Term{Gjallar} presents a composite of Odin's sight. It owns overview composition, not provider truth and not terminal glyph rendering.
\item \Term{Idunn} keeps the daemons alive. It reads Odin's accepted map, watches health, performs restart intent, and escalates operator-needed failures through the right crossing.
\end{itemize}
\subsection{Heimdall and Bifrost}
Heimdall owns identity, grants, claims, consent, revocation, and gatekeeping
boundaries. Bifrost owns crossings: patronage, work records, receipts, motions,
operator notifications, and owner/public routes where an action must become
accountable typed state.
\begin{itemize}
\item Heimdall protects who may act.
\item Bifrost records why the action is legitimate, who requested it, what happened, and where the receipt lives.
\item Odin may see these surfaces, Eve may lower them, but neither becomes their owner.
\end{itemize}
\section{Interfaces, CultUI, and Public Projection}
\subsection{Eve}
Eve is daemon dashboard lowering. A daemon publishes an Eve UI DSL composition,
also called CultUI. Eve lowers that composition into GUI, TUI, browser, native,
overlay, or future room surfaces.
\Verdict{The renderer does not become truth because it has pixels. The daemon
owns the interface composition. Eve lowers it. Odin discovers it. Gjallar may
summarize it. That authority split is the difference between a dashboard and a
little state monarchy with a nice font.}
\subsection{Fensalir, Sai, and the Site Stack}
\begin{longtable}{>{\bfseries}p{0.25\linewidth}p{0.67\linewidth}}
\toprule
Organ & Job\\
\midrule
Fensalir & Native and high-performance runtime body for local surfaces and future mesh-native tools.\\
Sai & Static-site Ink embedder for interactive fiction and visual-novel surfaces; ships an Eve projection module that turns Sai VN state into `gamecult.eve.surface.v1` for portable renderers.\\
gamecult-site & Public root site: projects, docs, blog, studio pitch, and published atlas.\\
GameCult-Quartz & Shared Quartz engine and Pages workflow used by `gamecult-site`, `AetheriaLore`, and `Mimir` site overlays.\\
gamecult-grav & Legacy site and publication body whose surviving lessons feed the current stack.\\
\bottomrule
\end{longtable}
\section{Language, Voice, and Alien Culture}
\subsection{Weksa}
Weksa is the language engine. It lowers utterance intent through arbitrary
linguistic, cultural, and personal ontologies into words. The important part is
not vocabulary generation. The important part is that meaning passes through a
culture and a speaker model before it becomes language.
\subsection{AquaSynth}
AquaSynth is the voice, both instrumental and tracheal. It can take Weksa's
utterance embeddings and realize them through arbitrary vocal morphologies.
aquasynth-rs is the lower-level Rust body for pushing the sound machinery closer
to daemon and runtime use.
\subsection{Combined Capability}
Together Weksa and AquaSynth let GameCult create alien languages embedded in
their native cultures and then hear those languages spoken by bodies that do
not need to be human. The pipeline is:
\begin{enumerate}
\item Culture and speaker state constrain intent.
\item Weksa lowers intent through ontology and grammar.
\item AquaSynth maps the utterance into a vocal morphology.
\item Eve, Sai, games, streams, or worlds present the result to people.
\end{enumerate}
\section{Media, Streams, and Creator Tools}
\begin{longtable}{>{\bfseries}p{0.24\linewidth}p{0.26\linewidth}p{0.42\linewidth}}
\toprule
Organ & Category & Job\\
\midrule
\Organ{Mimir}{Room intelligence}{Media observation, creator production surfaces, room signals, and stream-adjacent intelligence.}
\Organ{StreamPixels}{Stream platform}{Interactive overlays, real-time controls, and audience participation as stateful surfaces.}
\Organ{repixelizer}{Hosted visual tool}{Fun service wedge for pixel workflows and visual transformation.}
\Organ{Bokusho}{Brush and visual lab}{Drawing, brush, and expression experiments that can feed public creator surfaces.}
\Organ{LunaMosaic}{Mosaic and visual lab}{Large visual corpus and mosaic-style experiments.}
\Organ{Spotiverse}{Spotify Verse adapter}{Spotify playback, device, queue, search, and add-to-queue command boundary for the CultMesh Verse; agents use commands and do not receive raw token custody.}
\Organ{Stonks}{CultMesh market adapter}{Market-data adapter daemon: polls public endpoints, normalizes CultCache-backed market state, and publishes provider-owned Eve/CultUI surfaces for Odin/renderers.}
\Organ{Luxidland}{Open-world simulation pressure}{Unity open-world prototype with deterministic simulation, geographic world-cell sharding, route overlays, proximity clusters, quorum/witness logic, and CultMesh contract shapes.}
\bottomrule
\end{longtable}
\section{Games, Worlds, and Story Pressure}
\begin{longtable}{>{\bfseries}p{0.24\linewidth}p{0.26\linewidth}p{0.42\linewidth}}
\toprule
Organ & Category & Job\\
\midrule
\Organ{CultPong}{Playable proof}{Small game proving governed patronage and public play can share the same machinery.}
\Organ{Aetheria}{World body}{Large setting and game-world pressure vessel.}
\Organ{AetheriaLore}{Lore memory}{Canonical and archival world memory for Aetheria.}
\Organ{Zyphos / Eusocial Interbeing}{Culture and renderer pressure vessel}{Zyphos vault/site identity inside `Eusocial Interbeing`; docs pressure Aquarium/Fensalir rendering and raise Weksa naming/domain-language questions.}
\Organ{Aquarium-Engine}{Runtime support}{Game and simulation engine pressure from the aquarium side of the swarm.}
\bottomrule
\end{longtable}
The worlds matter because they impose consequences. A service diagram can lie
beautifully. A game has to answer to players, timing, emotion, UI, memory, and
the glorious indignity of people clicking things in the wrong order.
\section{Graph, Geometry, and Inspection}
\begin{longtable}{>{\bfseries}p{0.25\linewidth}p{0.67\linewidth}}
\toprule
Organ & Job\\
\midrule
Norn & Graph loom for work, evidence, architecture, and readable relationship maps.\\
norn-rs & Rust body for Norn graph and layout work.\\
epiphany-graph-rs & Graph extraction and visualization support for Epiphany-shaped evidence.\\
Perlines & Line and path experiment body.\\
VibeGeometry & Inspectable shape and transformation tooling.\\
vg-csg & Constructive solid geometry experiment body.\\
\_vg\_csg\_history\_full & Historical CSG evidence archive, useful as memory rather than live authority.\\
\bottomrule
\end{longtable}
\section{Operations and Publication}
\begin{longtable}{>{\bfseries}p{0.25\linewidth}p{0.67\linewidth}}
\toprule
Organ & Job\\
\midrule
gamecult-ops & Inventory, runbooks, deployment memory, server notes, and operational decisions.\\
repo-doc-tree artifacts & Generated inventory that lets the site and Sai compound see what repos exist and what documents they expose.\\
docs and portfolio dossier & TeX, PDF, figures, pitch structure, and project arguments that make the swarm discussable.\\
\bottomrule
\end{longtable}
\section{Cross-Project Synergy Map}
\begin{longtable}{p{0.30\linewidth}p{0.62\linewidth}}
\toprule
Synergy & Result\\
\midrule
Epiphany + VoidBot + Ghostlight & Agent work becomes persistent, room-aware, socially legible, and verifiable instead of disposable chat foam.\\
CultLib + CultCache + CultNet + CultMesh & Every runtime can persist state, communicate, discover schemas, and publish surfaces without smuggling in local JSON doctrine.\\
Odin + Gjallar + Idunn & The swarm can know what exists, show the operator a composite view, and keep services alive after failure.\\
Heimdall + Bifrost & Consent, identity, claims, work, patronage, notifications, and receipts become inspectable crossings.\\
Eve + Odin + daemon providers & Provider-owned UI compositions can be discovered and lowered into many runtimes without moving truth into the renderer.\\
Sai + gamecult-site + GameCult-Quartz & The public face can explain the same machine through pages, durable docs, static-site Ink visual novels, and a shared engine used across the GameCult static-site fleet.\\
Sai + Eve & Sai already ships an Eve projection module, so Ink-powered story state can be represented as portable `gamecult.eve.surface.v1` instead of only browser DOM.\\
Weksa + AquaSynth & Intent becomes culture-shaped language, then body-shaped speech. This is the alien-language engine with teeth.\\
Mimir + StreamPixels & Room intelligence can feed stream overlays and interactive media surfaces in real time.\\
repixelizer + Bokusho + LunaMosaic + VibeGeometry & Creator-friendly visual tools become service wedges and reusable visual capability.\\
Aetheria + Zyphos/Eusocial Interbeing + CultPong & Worlds and games test the architecture against play, story, culture, Weksa language pressure, Fensalir fractal-domain rendering pressure, and public use.\\
Luxidland + CultMesh & Open-world sharding, deterministic simulation frames, route/cell/vehicle facts, proximity clusters, and quorum/witness logic give CultMesh MMO-shaped pressure. VibeGeometry/Fensalir nested-detail and LOD remain the renderer synergy path until wired source says more.\\
Norn + epiphany-graph-rs + Eve & Evidence and architecture can become spatial maps and then inspectable surfaces.\\
\bottomrule
\end{longtable}
\section{Canonical Current Repo Swarm}
This list names the current public repo-doc tree organs represented by the
site-side inventory. Temporary agent snapshot indexes and duplicated check
workspaces are not treated as sovereign organs; they are evidence trails unless
promoted into an explicit owner.
\begin{longtable}{>{\bfseries}p{0.28\linewidth}p{0.62\linewidth}}
\toprule
Repo identity & Organ reading\\
\midrule
Aetheria & World body and game setting pressure vessel.\\
AetheriaLore & Lore memory and canonical setting archive.\\
Aquarium-Engine & Runtime support for aquarium-style simulation and game bodies.\\
AquaSynth & Voice, instrumental synthesis, and vocal morphology research.\\
aquasynth-rs & Rust voice body and lower-level synthesis path.\\
Bifrost & Work, patronage, receipts, notifications, and public or owner crossings.\\
bokusho & Brush and expression lab.\\
CultCacheTS & TypeScript typed cache body.\\
cultcache-rs & Rust typed cache body.\\
cultcache-py & Python typed cache body.\\
CultLib & Shared runtime and protocol anchor.\\
CultMath & Math support organ.\\
CultNetTS & TypeScript CultNet client body.\\
cultnet-rs & Rust CultNet peer body.\\
EpiphanyAgent & Core harness and Persona-state pressure.\\
EpiphanyAquarium & Agent ecology and visual self-modeling lab.\\
EpiphanyAquarium-Bevy & Bevy runtime body for the aquarium.\\
EpiphanyAquarium-Web & Web runtime body for the aquarium.\\
Eusocial Interbeing & Zyphos vault/site identity and alien eusocial design; docs pressure Aquarium/Fensalir rendering and raise Weksa domain-language questions.\\
Eve & CultUI lowering and daemon dashboard surface system.\\
Fensalir & Native or high-performance runtime body.\\
gamecult-grav & Legacy publishing body and migration memory.\\
gamecult-ops & Operations inventory, runbooks, and deployment memory.\\
GameCult-Quartz & Shared Quartz engine and Pages workflow used by `gamecult-site`, `AetheriaLore`, and `Mimir` site overlays.\\
gamecult-site & Public root site and repo atlas.\\
Ghostlight & Persistent social state for characters, Personas, and communities.\\
Heimdall & Identity, grants, consent, claims, and revocation.\\
LunaMosaic & Visual mosaic corpus and experiment body.\\
Luxidland & Unity open-world prototype with deterministic simulation, world-cell sharding, proximity clusters, quorum/witness logic, and CultMesh contract shapes; renderer LOD synergy remains a target path, not a confirmed integration.\\
Mimir & Room intelligence and creator production surfaces.\\
Norn & Graph loom and readable relationship maps.\\
norn-rs & Rust graph and layout body.\\
Odin & All-seer for Verse discovery, schema awareness, translation, and interface aggregation.\\
Perlines & Line and path experiment body.\\
repixelizer & Hosted pixel and visual transformation service.\\
Sai & Static-site Ink embedder and visual-novel surface with an Eve projection module for portable `gamecult.eve.surface.v1` output.\\
Spotiverse & Spotify adapter daemon for the Verse: playback/queue/device polling, search, and `add-to-queue` through a command boundary and receipts.\\
Stonks & Market-data adapter daemon for the CultMesh Verse: public endpoint polling, normalized market snapshots, request events, and provider-owned Eve/CultUI surface.\\
StreamPixels & Stream interactivity platform.\\
vg-csg & Constructive solid geometry experiment body.\\
VibeGeometry & Inspectable shape and transformation tooling.\\
VoidBot & Discord-native Persona precursor and retrieval runtime.\\
weksa & Ontology-aware language engine.\\
\_vg\_csg\_history\_full & CSG historical evidence archive.\\
\bottomrule
\end{longtable}
\section{Design Rule}
Each organ should be defended in one sentence:
\begin{quote}
\textbf{X owns Y so that Z remains true.}
\end{quote}
If the sentence sounds false, awkward, or suspiciously padded, the organ is not
yet coherent. Fold it into the right owner, split the hidden responsibility, or
cut the dead authority. The swarm does not need more little thrones. It needs
clean nerves.
\end{document}