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Research presentation, persistence and engineering tradeoffs - #153

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valzargaming wants to merge 3 commits into
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research-weekly-2026-10-30
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valzargaming wants to merge 3 commits into
dev-masterfrom
research-weekly-2026-10-30

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@valzargaming valzargaming commented Oct 30, 2026 •

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This consolidated research draft links primary-source guidance to bounded questions for Frontier's HELLION-first design. The October 30 pass covers rendering resolution sensitivity, fixed-tick overload, checkpoint acknowledgement, WebSocket backpressure and life support. The November 6 update adds pipeline compilation, camera/physics separation, snapshot smoothing, SQLite WAL scope and save behavior across migrations.

The newer sources are Godot's 4.7 pipeline and physics-interpolation docs, Glenn Fiedler's snapshot-interpolation article, SQLite's WAL documentation, and Wube's Factorio 2.1 announcement. Factorio and NASA are secondary engineering references, not evidence of HELLION mechanics. SQLite is not asserted to be the current Frontier store, and UDP example timings are not TCP measurements. The previously cited five sources and all existing manifest rows remain intact.

All experiments and implementation ideas are proposed and unrun. No gameplay, engine, asset, security or deployment changes are included. The existing hold on disclosure of additional private research, logs and credentials remains explicit.

Validation at 9a27d74:

  • In-memory checks passed for 16 relative Markdown links, final newlines, changed-line whitespace, conflict markers and 34-row/10-column manifest integrity; five new sources were checked against all existing manifest URLs.
  • GitHub readback matched all four files changed this pass. Comparison with the integration base shows exactly five documentation files across both passes; no desktop checkout was modified.
  • This pass did not manually run, poll or review CI. The HEAD commit uses GitHub's skip instruction for push/pull-request workflows; required checks may remain pending. This is not runtime validation.

Keep as one draft PR. Active implementation ownership must be checked before any separately authorized experiment.

Changelog:

November 13 research update

Added R-003 on coordinate precision versus replay determinism, indexed it and appended two primary-source provenance rows. Godot 4.7 large-world guidance and pinned Jolt architecture inform separate proposed local-frame, replay-ordering and precision-cost checks. This supports the existing procedural-world design; it does not claim planetary streaming is implemented or that Godot inherits upstream Jolt determinism guarantees.

Validation at 30e5db14d5e5703ecd776363a4b1d9f67f89e9f9:

  • Exact GitHub readback of all three changed files; incremental diff contains only the research index, R-003 and reference manifest.
  • In-memory checks: 18 relative Markdown links resolve against the branch tree; 35 manifest rows retain ten columns; newlines, whitespace and conflict-marker checks passed.
  • No runtime/visual/native benchmark or cross-platform test was run. All experiments remain proposed. The commit uses [skip ci]; skipped/pending workflows are not passing validation. No CI monitoring, desktop changes, merge or deployment.

Primary sources: Godot 4.7 large-world coordinates, pinned Jolt architecture.

@valzargaming valzargaming changed the title Research fixed ticks, recovery and life-support tradeoffs Research presentation, persistence and engineering tradeoffs Nov 6, 2026
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