World Compiler
Turns real data or authored rules into a versioned World Package: geography, people, organizations, resources, networks, rules, history, and provenance.
Technology
The Enreef architecture separates world building, world execution, intelligence, history, and inspection — while keeping real and created worlds on the same underlying contracts. The result is one world system that can be run, forked, replayed, and viewed from many surfaces.
Turns real data or authored rules into a versioned World Package: geography, people, organizations, resources, networks, rules, history, and provenance.
Advances time through deterministic events and structured state. People and systems are updated when something actually affects them, not on a wasteful universal clock tick.
Uses hard constraints, routines, statistical choices, reusable learned policies, and deeper reasoning where each is useful. Intelligence never gets to ignore the world's rules.
Fork any checkpoint into an independent history. Branches share their past, store what changed, and can be run and compared side by side.
State changes, decisions, events, model versions, and branch history remain traceable so an outcome can be followed back through the world that produced it.
Earth worlds connect runs to source data, historical replay, calibration, and uncertainty. Created worlds are checked against their authored rules and long-horizon coherence.
World Compiler
Sources move through a repeatable pipeline into a versioned World Package. The world can be rebuilt, compared, forked, and traced back to the inputs that created it.
Two standards of truth
Sources, observed history, calibration, uncertainty, and replay determine how much confidence a real-world branch deserves.
Authored rules, continuity, relationships, resources, and long-horizon consistency determine whether a created world holds together.
Under the hood
Rust for deterministic, high-throughput world execution and replay.
Python with DuckDB, Polars, Arrow, GeoParquet, and geospatial tooling for reproducible world builds.
PostgreSQL/PostGIS for live control state; Parquet/GeoParquet object storage for bulk world and history data.
World state stays independent from the renderer, so the same world can appear as a map, inspector, dashboard, character view, or game surface.