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WARP graph game engine. Fork reality, merge timelines, get perfect determinism. Built on category theory, powered by graph rewriting.

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flyingrobots/echo

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ECHO

State is a graph. Time is a hash chain. Determinism isn't optional.

Get StartedArchitectureDocsAIΩN Framework

Determinism CI CI Platforms


What is Echo?

Echo is a deterministic state machine where every transition is cryptographically verifiable. Run the same inputs on any machine, get the same hashes. Always.

tick 0 ──hash──► tick 1 ──hash──► tick 2 ──hash──► ...
         │              │              │
         ▼              ▼              ▼
      provable       provable       provable

No floating-point drift. No unordered iteration surprises. No "it works on my machine." Just math you can trust.

Prove it:

$ cargo xtask dind run
[DIND] Running 50 seeds across 3 platforms...
[DIND] linux-x64:   7f3a9c...d82e1a ✅
[DIND] macos-arm64: 7f3a9c...d82e1a ✅
[DIND] windows-x64: 7f3a9c...d82e1a ✅

Hashes match. Determinism verified.

Naming: Echo is the product. WARP is the underlying graph algebra. The warp-* and echo-* crates are internal modules—same project, different layers.

Why?

Problem Echo's Answer
"Replay diverged after 10,000 ticks" Deterministic scheduler + fixed-point math
"Which client has the correct state?" Compare 32-byte tick hashes
"We can't reproduce that bug" Every tick is content-addressed and replayable
"Syncing state is expensive" Stream diffs, verify hashes, done

If you've ever built a game, simulation, or distributed system and wished state had Git-like properties—branches, merges, provable history—that's what we're building.

Project Status

Warning

Echo is early. Sharp edges.

  • Stable: Core determinism, hashing, replay invariants
  • ⚠️ Changing: Schema/IR, APIs, file formats, viewer protocol
  • Not yet: Nice UX, polished docs, batteries-included examples

If you need a plug-and-play game engine today, this isn't that (yet). If you need deterministic, replayable state transitions you can prove, it is.

  • crates/warp-core — deterministic rewrite engine: canonical scheduling, parallel execution with deterministic results independent of CPU count, snapshot and commit hashing. See docs/architecture-outline.md for detailed API documentation.
  • crates/warp-geom — geometry primitives (currently isolated).

Roadmap

Echo is a high-performance graph rewriting engine written in Rust, designed to run everywhere. All upcoming milestones target Echo-in-the-browser so people can try it out with minimal friction.

  1. WARPSITE—a website powered by WARP graph rewriting
  2. Splash Guy—a demo game designed to introduce Echo concepts
  3. Tumble Tower—a demo game designed to demonstrate Echo's physics determinism

Time Travel Debugger + WARPSITE

True, deterministic Time Travel Debugging (TTD) is always available by default—not something you have to record or prepare for in advance. Made possible by WARP graph rewriting, each tick's computational hologram is captured in an immutable, append-only, tamper-evident ledger. Step backwards to any previous tick, then forward again. Exactly the same every time, bit-for-bit, cryptographically verified. Want to see what could have happened? Fork to a different worldline, try something different, then discard it and return to your original timeline.

  • Time Travel Debugging (TTD) Part 1—Tick Inspector + Rewind/Jump to Previous Tick (In Progress)
  • WARPSITE (In Progress)
  • Wesley—GraphQL-as-schema → Rust/TypeScript Compiler
  • TTD Part 2—Fork Worldlines

Then: Splash Guy Tutorial Demo

Navigate a grid-based maze and strategically place timed water balloons to clear obstacles and trap opponents in a chaotic bid to be the last one dry. A simple game demo designed to teach Echo concepts.

  • Rhai Scripting API
  • Graphics
  • Input

After: Tumble Tower Demo

Carefully extract load-bearing blocks from a precarious tower and place them at the summit without triggering a catastrophic collapse. A block-stacking game that demonstrates deterministic physics.

  • Physics Engine
  • Collision Resolution

Quick Tour

# Install hooks (formats code, runs clippy, checks docs)
make hooks

# Run the test suite
cargo test --workspace

# Run determinism verification
cargo xtask dind run

Run warp-core with extra delta validation enabled:

cargo test -p warp-core --features delta_validate
# Launch the viewer
cargo run -p warp-viewer

# Build the docs site
make docs

The Stack

flowchart TB
  %% Authoring
  A["GraphQL Schema<br />(Types + Ops + Docs)"] -->|author + version| B["Wesley<br />(schema compiler)"]

  %% Codegen outputs
  B --> C["Rust Types + Op IDs<br />(structs/enums, stable IDs)"]
  B --> D["ABI / Wire Layout<br />(canonical encoding)"]
  B --> E["Client Stubs<br/>(TS/Rust helpers)"]
  B --> F["Registry Metadata<br/>(introspection, docs index)"]

  %% App layer
  C --> G["Game / App Code<br/>(rules + gameplay)"]
  D --> G
  F --> G

  %% Runtime
  G --> H["Echo Core Runtime<br/>(deterministic tick loop)"]
  H --> I["WARP Graph Engine<br/>(rewrite + commit + hash)"]
  I --> J["WARP Graph Executable<br/>(content-addressed worldline)"]

  %% Tooling
  F --> K["Devtools / Viewer<br/>(inspect ops, decode vars)"]
  I --> K
  J --> K
Loading

Corecrates/warp-core

  • Graph-rewrite engine with transactional commits
  • Deterministic math (fixed-point, PRNG, Vec3/Mat4/Quat)
  • Materialization bus—order-independent channel for outputs; emitters don't need to coordinate
  • WSC (Write-Streaming Columnar)—zero-copy snapshot format (mmap-friendly) for fast state reload + verification

Pipelinecrates/echo-session-*

  • Unix socket hub with gapless diff streaming
  • WebSocket gateway for browser tools
  • Canonical CBOR wire format

Toolscrates/warp-viewer, crates/echo-dind-*

  • Native GPU viewer with per-frame hash verification
  • DIND (Determinism-in-Determinism)—cross-platform test harness that proves hash convergence

Research Foundation

Echo implements ideas from the AIΩN Foundations paper series:

  1. WARP Graphs: A Worldline Algebra for Recursive Provenance
  2. Canonical State Evolution and Deterministic Worldlines
  3. Computational Holography & Provenance Payloads
  4. Rulial Distance & Observer Geometry

Part of the AIΩN Framework.

Contributing

Determinism is sacred. Before you change anything:

  1. Read CONTRIBUTING.md
  2. Run make hooks to install the guardrails
  3. Write tests. If it's not tested, it's not deterministic.

The codebase enforces:

  • No global state (scripts/ban-globals.sh)
  • No wall-clock time or uncontrolled randomness (scripts/ban-nondeterminism.sh)
  • No unordered iteration (scripts/ban-unordered-abi.sh)

Requirements

  • Rust — pinned in rust-toolchain.toml (currently 1.90.0)
  • Node.js 18+ — for the docs site (VitePress)

License

Dual-licensed under Apache 2.0 and MIND-UCAL 1.0. See LEGAL.md for details.


Built by FLYING•ROBOTS

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WARP graph game engine. Fork reality, merge timelines, get perfect determinism. Built on category theory, powered by graph rewriting.

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