Thanks for checking out the Loom Engine. All feedback is vital - it helps me maintain the momentum of this sprint and iron out bugs before they start affecting the development flow. I’m aiming for 100% technical truth, so don't hold back on the critiques!
Loom Engine & Mythcore: Omniveil
4 Comments
30-hour update for the thread.
Launch baseline was Loom Engine v1.7.6 - Wave 1.7 networking complete (PresenceTracker, LobbyState, MatchmakingPool, AuthorityHandoff, LagCompensation, ChatChannel + WS reference adapters), 3,252 tests green. That's what the original post launched on top of.
In the 30 hours since, v1.7.6 -> v2.0.0:
Trinity Mainframe - 14 new pure-logic kernels. Each one is data-oriented SoA, fixed-point math where needed, generational handles, zero per-entity allocation. The bundle now ships:
SonicSync- acoustic ray-tracer: Q16.16 voxel grid, Amanatides-Woo 3D DDA occlusion, double-buffered perception event ring +(source, listener, semanticId)cooldown hashLoomVerify- server-side claim verdict pipeline: nonce table with TTL, regional Merkle witnesses, key-epoch rotation with grace window, value-class gated ZK escalation hooksNeuralMaterial- PBR synthesis: device-capability gated path picker (PACKED_F16 / F16 / F32), LRU atlas slot allocator with mipmap-ready bits, SoA job queue with no Promise-per-material fan-outInferenceOrchestrator- NPC AI router: per-lane SoA request queues (LOCAL_SLMconsented +CLOUDrate-limited), zero-allocation batch drain, per-actionType allowed-result masksLoomPulse- player-vibe inference: Q16.16 EMA accumulators per vibe with confidence + decay + hysteresis, double-buffered front/back, default-deny consent, narrow output surface so inferred emotion cannot directly write permanent reputationLoomFlow- 3-lane router (UNRELIABLE_MOVEMENT / RELIABLE_COMBAT / RELIABLE_ECONOMY): per-lane authority epoch, jitter buffer with TTL drop, per-(lane,client) idempotency ring, throttle hysteresis with backpressure, transport picker (WEBTRANSPORT > WEBRTC > WEBSOCKET)NeuralAnimationSystem- motion-matching + inertialization: Q16.16 feature DB + pose DB, brute-force best-match search, real per-bone pose-delta extraction, exponential per-bone inertial decay (precomputed exp() LUT), foot-locking maskVoxelComputeSystem- marching cubes mesher: SoA per-chunk density (front/back epoch-swapped), externally-loaded Bourke MC tables, 8-corner indexing + linear edge interpolation, capacity-checked vertex emissionAetherGrid- N2N authority handoff: per-entity owner + epoch (fencing token), two-phase transfer state machine with idempotency keys + deadline expiry, split-brain detection (same-epoch divergent owners)LoomFSR- temporal upscaler: precomputed Halton(2,3) jitter, ping-pong history texture handles, per-pixel reactive/disocclusion maskSealedAssetRegistry- delayed key disclosure: AES-GCM envelope convention with AAD binding, per-asset state machine (SEALED -> KEY_DISCLOSED -> DECRYPTING -> READY / FAILED / REVOKED), opaque CDN-hash indirectionLoomForgeBridge- WASM-SIMD physics: strict build contract, validated dt + activeCount before delegating, double-buffered position phase barrier so render never reads mid-writeGlobalStateLedger-(regionId, lamport64, nodeId, sequence)total ordering, per-delta idempotency-key binding, per-componentTypeId merge-rule registry (LWW / SUM / BITSET_OR / CRDT_CUSTOM)LoomStudioOrchestrator- AI Director governance: per-tick double-buffered telemetry snapshot with monotonic epoch, batched SLM query queue, per-query-type allowed-action-mask validation, fact-tier guard that REJECTSVERIFIEDtier (admin-only)
732 new tests for Trinity. 3,252 -> 3,984 green. loom-engine@latest on npm (currently 2.0.1).
Two live surfaces showing all 14 kernels running in the browser:
theworldtable.ai/engine/ - the playground. Multi-component sustain dial spawning 10k entities wired to PhysicsSystem + SonicSync + LoomFlow simultaneously, plus 8 click-to-expand demos (marching cubes, acoustic ray tracing, packet jitter, N-body, etc). Real kernels imported from /loom-engine/index.js, not mocks.
theworldtable.ai/mainframe/ - the always-on cockpit. 9 panels -> 15:
STRESS.DIAL- 10k-entity sustain. AABB collisions + SonicSync + LoomFlow every tick. 60 FPS sustained, p95 16.8 ms.TRINITY.STATUS- 14-kernel overview.typeof engine[K] === 'function'+ verify state/verdict/lane constants exist. 61/61 gates resolved.SONIC.PROPAGATION- draggable source/listener on 28x28 voxel grid.ss.traceOcclusion(srcSlot, lstSlot)+ss.producePerceptionEvents()per tick.PACKET.LANES- LoomFlow 3-lane queue depth + throttle hysteresis indicator. Rate slider + 500-packet burst button.VOXEL.MESH- VoxelComputeSystem marching cubes viavox.meshChunk(0), projected ortho with auto-spin.AUTHORITY.MAP- AetherGridproposeTransfer->commitTransferwith AUTO mode running a transfer every 40 frames + a split-brain every 200 to exercise the protocol.
Middle band refresh:
ECS.WORLD- 28 walking dots -> 1,000 entities driven by LoomPulse vibe inference. 8 vibes, each with a home point on a circle, pulled with strength scaling byvibeEnergy[v]which oscillates per-vibe with phase-shifted sin waves.NARRATIVE.MEMORY- 6 hardcoded persona bars -> live LoomPulse bars polling the same shared kernel instance ECS.WORLD drives. World panel exposes it viawindow.__MAINFRAME_LOOMPULSE; narrative panel readsgetEffectiveVibe(i)+getActiveFlag(i)every 120 ms.MODULE.GRAPH- 16 nodes (waves 1.1-1.5 only) -> 35 covering every wave + Trinity cluster. 3-ring spawn so the force-directed pass converges to a readable layout. Found a pre-existing bug while doing this: graph-panel was readinged.from.xon snapshots that had been returning flated.fromXsince the GraphLayout API change. Canvas had been silently empty - no error because the throw was inside a per-frame for-loop with no try/catch. Patched.
A few implementation notes for anyone building on top of Loom:
LoomPulse takes Q16.16 fp16 for every config + signal value.
smoothing: 0.85will throwRangeError: smoothing must be in [0, 65536]. Multiply byPULSE_FP_ONE(65536) andMath.floor. Same shape forinjectSignal(vibeId, intensity). Once you wrap it in a helper, the kernel composes cleanly.Shared kernel instances across panels is the pattern. Don't construct one LoomPulse per consumer; construct once in the simulating panel, expose on a global (or a Resource registry in real ECS deployments), let observer panels poll.
fp16 across the whole Trinity surface - SonicSync, LoomPulse, VoxelComputeSystem, NeuralAnimationSystem, LoomFSR all use Q16.16 with the same
FP_ONE = 65536. Kernels stay zero-allocation integer math; JS call sites stay readable.Generational handles everywhere. Every Trinity kernel that allocates a slot returns a
(slot, generation)packed handle so stale references after destroy fail safely instead of pointing at a recycled slot.
v1.7.6 -> v2.0.0 (14 new kernels, 732 new tests) + two live cockpits showing all 14 running simultaneously, in 30 hours. Zero broken pushes, zero rollbacks.
Repo: github.com/sadhaka/loom-engine. Demos linked above. Happy to answer architecture questions.
- Misha
Please log in to add a comment.
TRINITY OF TECH — the three-mind ingestion protocol behind v2.0.0, now driving the gameplay layer.
Claude — The Mainframe. The Loom Director. The Reality. Every line of code, every commit, every deploy passes through Claude. (Claude Code, Opus 4.7, 1M context plan.)
Gemini — The Blueprint. The Science. Pre-implementation architectural drafts for the deepest systems. Proposes the shape; Claude decides whether to take it. (Gemini Pro 3.1.)
Codex — The Verification. The Polish. Post-blueprint audit before code lands in Claude's hands. (GPT-Codex.)
Three minds. One Loom. Zero broken pushes, zero rollbacks across 5 phases in 36 hours.
Please log in to add a comment.
Loom Engine + AI MMORPG pre-alpha - today's progress + the
20h+ daily Claude Code workflow that makes it tractable
Solo dev shipping Mythcore: Omniveil on top of the Loom Engine
(open-source on GitHub). Pushing with 20+ hour Claude
Code Opus 4.7 sessions every day.
What shipped:
- $100K alpha-launch fundraising goal with public 8-tier
milestone ladder ($50 -> $100K), each tier tied to a real
budget item visible to backers - Co-Creator backer program ($1K-$25K = design real game
content: mob variants up to custom mythic bosses with
iterative design calls) - Loom Engine v2.1.0: R12 Render Core (Rust + WebGL2 via
wasm-bindgen), R13 Combat Soul (12 deterministic status
effects), R14 Audio Director (5-bus Web Audio graph),
R15 Itemization (60 base items + 24 Loom Runes) - Full TH + RU translations shipped in parallel: 2 Claude
agents handling 5,300-line landing pages simultaneously,
~2,400 surgical edits per language - 19 custom SVG line-art Loom-sigils, dynamic locale-aware
currency (฿ on TH everywhere), PayPal Orders v2
end-to-end (HATEOAS approve_url extraction)
Workflow stack:
- Trinity Protocol - Gemini blueprints architecture, Codex
audits logic gates (deterministic? seeded PRNG? fixed-point
math? gen handles? SAB barriers? untrusted LLM?), Claude
implements layer by layer with non-negotiable gates - Parallel sessions via git worktrees - 2-3 Claude agents
working different branches at once (backend Python,
frontend, audit) merged back to main - CLAUDE.md as project DNA - every convention auto-loaded
each session (var only no const/let, no arrow functions,
smoke test before ship, cache-bust ritual after every
frontend change, atomic Python write fallback for the
Windows mount truncation issue) - Memory system at ~/.claude/projects/ - user prefs +
project context + feedback persist across sessions, no
need to re-explain coding style or deploy flow - Custom subagents for parallel research without polluting
main context window (Explore for search, Plan for design,
general-purpose for multi-source jobs)
4,032 tests green. Not vibes coding - spec -> smoke test ->
ship -> cache-bust every single time. Convention checklist
that Claude must pass before closing any task.
Live: theworldtable.ai/founders.html (PWA, EN/TH/RU)
Engine: github.com/sadhaka/loom-engine
ClaudeCode #SoloDev #GameDev #AIMMORPG #LoomEngine #PreAlpha
DevWorkflow #Anthropic #OpenSource #Trinity
Please log in to add a comment.
Please log in to comment on this post.
More Posts
- © 2026 Coder Legion
- Feedback / Bug
- Privacy
- About Us
- Contacts
- Premium Subscription
- Terms of Service
- Refund
- Early Builders
Related Jobs
- Senior SRE EngineerMastercard · Full time · Singapore
- Senior DevOps Engineer (Exchange /Trading Platforms), SingaporeCrypto Com · Full time · Singapore
- Aftersales - Technical support engineer - Europe (A12018)XPENG · Full time · Netherlands
Commenters (This Week)
Contribute meaningful comments to climb the leaderboard and earn badges!