Fork decisions into living simulations with 1,000 personalities. Watch alternate realities diverge and explore second-order effects.
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Updated
Jun 27, 2026 - TypeScript
Fork decisions into living simulations with 1,000 personalities. Watch alternate realities diverge and explore second-order effects.
Deterministic non-LLM A-Life cosmos on Tsotchke math. v0.23.0 adds race-safe Big Tree fruit/leaf food, a neutral social sanctuary, bounded ecology visits, and removes Xenomimic tether remnants. WebGL2/Three.js; consciousness/quantum metrics are classical proxies.
A modern, open-source reimplementation of the Cultures game series
@draug/engine is a lightweight TypeScript ECS game engine focused on deterministic gameplay logic. It provides a World with entities, components, systems, typed resources, deferred commands, double-buffered events, and plugin-based composition.
Deterministic 2D physics fighting engine where small local LLMs drive stickmen via a hybrid intent-executor loop, plus a self-play ELO learning league
Econ-Engine is a browser-based agent economic simulation built to make every outcome inspectable.
A public-safe farming strategy game and quant-learning playground.
ICV PERIHELION — a long-duration interstellar life-support sim. Sole crew, Earth to Proxima Centauri b: keep power, air, water, food, hull and yourself alive. TypeScript + Three.js (WebGPU) + Rapier, full Newtonian 6DOF, a 9.5 RPM spin-gravity ring, and a local-voice AI drone. Deterministic 60Hz, seeded RNG.
Deterministic, engine-independent runtime for AI-generated interactive worlds — the execution & observation platform of the Hypnic ecosystem.
Top-down tactical CQB in the browser: stop time, draw an entry line per operator, then execute everyone at once. The core is a zero-dependency simulation at a fixed 30 Hz off a seeded PRNG that hashes its world state, so a finished raid serialises into a replay URL and re-simulates bit-for-bit for a stranger. 12 missions.
Deterministic three.js frontier game and Prime Intellect Verifiers v1 agent environment
A Soultale squad battler. Four characters a side, one player each, and if you're fast enough you act twice before they act once. Not playable yet.
Find the netcode constants your game should ship, by searching them against a deterministic simulation.
Grow Fortress - Arcade Roguelite Tower Defense
An experimental BIOS-and-shell observer terminal for a deterministic, AI-free persistent world.
A simulation game about integration engineering. Unite a city's independent transport operators — whose APIs deliberately disagree about what's true — into one journey planner. A live simulated world, no reference solution, scored on what happens to passengers.
Browser car combat: four armoured cars, one dirt arena, five minutes. TypeScript + three.js, no game engine and no physics library.
A deterministic top-down arena tank game with ricochets, mines, and tactical AI.
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