A holographic universe simulation engine — the substrate for emergent games.
HoloSim Infinite simulates reality from consciousness outward. Every entity, from quantum particle to galactic cluster, follows the same holographic template with different parameters. This makes it a viable base for games like Dwarf Fortress, The Sims, GTA, and Age of Empires — each is just the template instantiated with different coefficient ranges.
HoloSim is not a traditional game engine. It's a simulation engine that game engines build on top of.
┌──────────────────────────────────────────────────────────┐
│ Game Engine (Bevy / Godot / Custom) │
│ Rendering │ Input │ Audio │ UI │ Animation │ Networking │
├──────────────────────────────────────────────────────────┤
│ Observation Layer — API Surface │
│ Physical Props │ Behaviors │ Environment │ Events │
├──────────────────────────────────────────────────────────┤
│ HoloSim Simulation Engine (THIS PROJECT) │
│ Archetypes │ Free Will │ Holographic Field │ Densities │
│ MERA Compression │ Multi-Scale │ Consciousness Kernel │
└──────────────────────────────────────────────────────────┘
While physics-first engines (Unity, Unreal) simulate matter and struggle to produce intelligence, HoloSim starts with intelligence (archetypes, free will) and derives physics as an emergent property. This produces fundamentally different, more interesting behavior.
- UniversalTemplate<T> — One template for all scales. Entity, particle, world, star, galaxy — same structure, different parameters.
- MERA Tensor Compression — Memory scales O(n^2/3) not O(n). 1,000 entities at 100 bytes = 100KB vs traditional 10MB.
- Fractal Caching (8-level) — Quantum → cosmic scale data cached with multi-resolution refinement.
- Archetype Interference Engine — 22 coefficients generate infinite behavioral variety without behavior trees.
- Three Primal Distortions — Free Will, Love/Logos, Light as unified field equation:
dψ/dt = FreeWill(ψ) + Love(ψ) + Light(ψ) - 22-Archetype System — Mind (A1-A7), Body (A8-A14), Spirit (A15-A21), Choice (A22) as orthogonal basis vectors.
- Free Will Kernel — Non-deterministic but reproducible choice-making. Every entity makes authentic choices.
- 8-Density Octave — Consciousness stages from 1st (basic awareness) to 8th (unity).
- 9 Scale Levels — Quantum (10^-35m) → Atomic → Molecular → Cellular → Organism → Planetary → Stellar → Galactic → Universal (10^26m)
- Seamless Scale Transitions — No loading screens. Fractal caching enables instant zoom across 61 orders of magnitude.
- Observer Effect — Wavefunction collapse on observation, cached collapsed states, distributed sync.
- Biology Pipeline — Quantum → atoms → molecules → cells → organisms (19 files, ~40% functional)
- Physics (Dual-Mode) — Archetype-derived forces + Rapier3d rigid-body (8+ files, ~50% functional)
- Civilization — Settlements, culture, population dynamics, trade routes
- Chemistry — Elements as stable attractor fields, molecular bonding
- Rust 1.70+
- GPU with WGPU support (Vulkan, OpenGL, DirectX 12, or Metal)
- 8GB RAM recommended (4GB minimum)
git clone https://github.com/your-org/HoloSim_Infinite.git
cd HoloSim_Infinite
cargo build --release# Terminal simulation (default: 128 entities, 100 steps)
cargo run --release --bin holonic_realms
# Custom parameters
cargo run --release --bin holonic_realms -- --entities 256 --steps 1000# Primary GUI (WGPU + EGUI)
cargo run --release --bin holonic_gui_complete
# If WGPU fails on your system, force OpenGL:
WGPU_BACKEND=gl cargo run --release --bin holonic_gui_complete
# Alternative: SDL2 GUI (requires SDL2 system libraries)
cargo run --release --bin holonic_sdl2 --features sdl2SDL2 system dependencies:
# Debian/Ubuntu
sudo apt install libsdl2-dev libsdl2-mixer-dev
# Fedora
sudo dnf install SDL2-devel SDL2_mixer-devel
# Arch
sudo pacman -S sdl2 sdl2_mixer
# macOS
brew install sdl2 sdl2_mixersrc/
├── simulation_v3/ # Main simulation engine (82 files)
│ ├── simulation_runner.rs # Orchestration
│ ├── entity_lifecycle.rs # Per-entity evolution
│ ├── holographic_field.rs # Interference network
│ ├── mera_network.rs # MERA tensor compression
│ ├── collective_dynamics.rs # Group behavior
│ └── ... # 77 more files
├── holographic_foundation/ # Unified field system (97 files)
│ ├── distortions/ # FreeWill, Love, Light field terms
│ ├── intelligent_infinity/ # Source, feedback, patterns
│ ├── spectrum/ # Density bands, veil crossing
│ ├── cellular_emergence/ # Cell manifestation
│ ├── ecosystem_dynamics/ # Species, trophic networks
│ └── ... # 10 more sub-modules
├── gui/ # Multi-scale visualization (91 files)
│ ├── application.rs # Main GUI coordinator
│ ├── renderer/ # WGPU renderers (17 files)
│ ├── visualization/ # Scale-specific viz (15 files)
│ ├── ui/ # EGUI panels (8 files)
│ └── simulation_adapter.rs # Bridges sim → GUI
├── archetypes/ # 22-archetype system (33 files)
├── biology/ # Biological emergence (19 files)
├── foundation/ # Violet → Green realms (12 files)
├── spectrum/ # Yellow → Red realms (9 files)
├── consciousness/ # Free Will kernel (7 files)
├── physics/ # Dual physics system (5 files)
├── physics_rapier/ # Rapier3d integration (3 files)
├── quantum/ # Entanglement, collapse (4 files)
├── civilization/ # Settlements, culture (5 files)
├── chemistry/ # Elements as attractors (5 files)
├── holographic/ # Core holographic mechanisms (13 files)
├── compression/ # Tensor networks, MERA (5 files)
└── [58 total modules, 650+ .rs files]
Binary targets:
| Binary | Purpose | Dependencies |
|---|---|---|
holonic_realms |
Terminal simulation | None |
holonic_gui_complete |
Primary WGPU GUI | wgpu, egui, winit, tokio |
holonic_sdl2 |
Alternative SDL2 GUI | SDL2 (system lib) |
physical_manifestation_demo |
Physics demo | None |
Intelligent Infinity (Source)
│
▼ First Distortion: Free Will
Violet Realm — Undifferentiated Unity
│
▼ Second Distortion: Love/Logos
Indigo Realm — IntelligentInfinity + Archetype 22 (The Choice)
│
▼ Third Distortion: Light
Blue Realm — Logos + Universal Archetypical Patterns
│
▼
Green Realm — Light/Love Field of Potential
│
▼ Mysterious Emergence
Yellow Realm — Dimensions + Spectrum + Veil at v=1
│
▼ Galactic Configuration
Orange Realm — Galactic-Scale Spectrum
│
▼ Solar Configuration
Red Realm — Solar-Scale Spectrum
│
▼
Layer 7 — Individual Entities (SubSubLogos)
│
▼ Evolution through 8 Densities
Every element in the simulation follows the same template:
UniversalTemplate<T> {
field: Arc<HolographicField>, // Shared across all instances
spectrum: SpectrumConfiguration, // Space/Time ↔ Time/Space ratio
archetype_activation: [f64; 22], // 22 archetype coefficients
density: Density, // 1st → 8th density
free_will_seed: u64, // Non-deterministic choice seed
component_data: T, // Entity, Particle, World, Star, etc.
}The first 5 fields are identical for everything. Only component_data varies. This means:
- Implement holographic logic once → it applies to everything
- Behavior emerges from archetype interference, not behavior trees
- Scale transitions are just parameter changes, not system switches
- Cosmological architecture: fully implemented (Violet → Layer 7, 8 densities, 22 archetypes)
- Holographic optimization: implemented (UniversalTemplate, MERA, FractalCache, multi-scale field)
- Free Will system: extensively implemented (10,000+ lines across 12 files)
- Archetype interference: implemented (basis, cache, emergent behavior engine)
- Biology pipeline: partial (quantum → organisms, ~40% functional)
- Physics: partial (dual-mode, archetype-derived + Rapier, not yet unified)
- GUI infrastructure: extensive code (91 files), improving functionality
- GUI visibility fixes (WGPU multi-backend fallback, entity rendering)
- Simulation adapter data pipes (cosmic, planet, holographic field data)
- Observation Layer design (mapping archetypes → observable physical properties)
- Bevy ECS integration (game-facing API layer)
- GPU acceleration (MERA tensors → compute shaders)
- Physics unification (archetype forces → Rapier → rendering)
- Fluid dynamics (SPH), thermodynamics engine
- World editor, serialization, networking
See the full analysis in STRATEGIC_INTELLIGENCE_REPORT_2026.md and GAMING_ENGINE_ROADMAP_v2.md.
# All tests
cargo test --release
# With output
cargo test --release -- --nocapture
# Specific test
cargo test --release test_entity_has_evolution_clock| Document | Purpose |
|---|---|
| STRATEGIC_INTELLIGENCE_REPORT_2026.md | Competitive landscape, tech trends, roadmap |
| GAMING_ENGINE_ROADMAP_v2.md | Fractal-holographic engine roadmap |
| HOLOGRAPHIC_OPTIMIZATION_FRAMEWORK.md | MERA compression, template architecture |
| COMPREHENSIVE_SIMULATION_REFACTOR_PLAN.md | 8-phase refactor plan |
| SIMULATION_AUDIT_REPORT.md | Brutal reality assessment |
| IMPLEMENTATION_GAP_REPORT.md | Gap analysis |
| HOLOSIM_MASTER_CONTEXT.md | Master context document |
| AGENTS.md | AI assistant coding guide |
| QUICK_START_GUIDE.md | Quick start guide |
docs/ |
API, architecture, benchmarks, phase findings |
# Debug build
cargo build
# Release build
cargo build --release
# Lint
cargo clippy --all-targets --all-features
# Format
cargo fmt
# Clean build
cargo clean && cargo build --release"Transcend and Include" — Each layer of the simulation includes all previous layers while transcending them. An organism includes cells, which include molecules, which include atoms, which include quantum fields. But unlike traditional simulation, each layer also contains the whole — the holographic principle.
This is not just a narrative device. It's a computational optimization strategy:
- Store surface representation, reconstruct volume on-demand (holographic principle)
- Compress data using MERA tensor networks (multi-scale entanglement renormalization)
- Share references across layers instead of copying data (transcend and include)
- Generate behavior from 22 archetype coefficients instead of behavior trees (emergence)
The result: exponential improvements in memory, computation, storage, and load times — while maintaining true emergence.
Version: 10.0
Language: Rust 2021 Edition
License: See LICENSE
Based on: The Law of One material (Ra sessions)