Uniquely adaptable engine for AI-driven worlds, built on two pillars. Performance: the Trinity Mainframe is 14 pure-logic kernels (acoustic propagation, voxel mesh, packet routing, AI Director governance, anti-cheat, more) over a data-oriented core, driving a deferred WebGPU / WebTransport / WebCrypto / WASM-SIMD integration layer. Determinism + cross-language portability: the deterministic core is now published source-available and proven byte-identical across TypeScript, Python, and Rust - one Rust core compiled to WebAssembly, a native Python wheel (PyO3), and a C ABI for Unity / Godot / C, with the same seed yielding the same bytes on every surface, enforced by a shared golden-vector suite. That is what makes replay, anti-cheat, and "the engine owns the dice, the AI only narrates" true rather than a claim. Published to npm (loom-engine), PyPI (loom-engine-rpg), and crates.io (loom_math / loom_combat / loom_events); 4,270 tests green; cleared a full external security + cross-language-determinism audit. v3.0 - Living Persistent World + real-time multiplayer: the engine is now server-authoritative - an any-system ruleset AST (bring 5e / PF2e / homebrew as DATA, statically validated fail-closed before any RNG draw), verifiable world snapshot + replay, a deterministic offline epoch world-tick, suspend / resume WorldSessions, and a real-time command-frame core with client-side rollback reconciliation + region-hash partial sync - the client can predict but never forge an outcome. Cross-session NPC memory via NarrativeMemory, asymmetric relationships via RelationshipGraph + EmotionState, deterministic replay via mulberry32 + per-tick state hash. Try the live playground in Section 05 below. Built from scratch for TheWorldTable.ai, available standalone on npm.
src/index.ts with full type signatures, generics, and inline doc comments. Hosted on loom-engine.pages.dev.--tag beta. Wave milestones promoted to latest manually. Install: npm i loom-engine.14 pure-logic kernels enforcing 90+ Codex hardening gates. All non-negotiable engine invariants honoured: no RNG, no wall clock, no Atomics, fixed-capacity, every input bounds-checked. Try them live in Section 07 below.
Every demo below runs the actual loom-engine v3.1.1 bundle - the
same one you'd get from npm i loom-engine. Open your devtools and
window.LOOM exposes the imported classes for ad-hoc poking.
Spawns N entities each wired to PhysicsSystem + AIBehaviorBuffer + SonicSync + LoomFlow. Watch the FPS gauge - the dial number where it drops below 60 is your device's headroom.