Abstract
A method for keeping simulation and rendering caches valid while a world keeps moving. Every changing value has a time form: Still, Law (a closed formula of time), Live (stepped by a solver) or Folded (an empty area whose laws run at no cost). A law is stored as a few 32-bit words and evaluated by integer-only evaluators that give identical bits on CPU and GPU, and each law carries an envelope and a largest rate derived from its own arithmetic. Every cached fact carries a certificate: the earliest time step at which a law it depends on could leave the band that keeps the fact true, found by inverting the law or by stepping by its largest rate. Certificates wait in a per-machine cache queue, separate from a per-area queue of gameplay events handled in a fixed order. Matter rests in frames moved by drivers, so a record never changes while its object moves; a pose pass places law-driven frames at the predicted display time, and a grid of swept frame bounds brings moving frames into ray queries. Caches of yes-or-no facts change the cost but never the result; continuous caches stay within a written error budget.
Creative Commons License

This work is licensed under a Creative Commons Attribution 4.0 License.
Recommended Citation
Kimberlin, Kyle, "Certified caches on time laws, and drivers that move frames", Technical Disclosure Commons, ()
https://www.tdcommons.org/dpubs_series/12434