Skip to content

Latest commit

 

History

History
49 lines (26 loc) · 1.46 KB

File metadata and controls

49 lines (26 loc) · 1.46 KB

Cardinal System

Cardinal is an asynchronous, rule-driven world event system designed to govern worlds built on top of The Seed .

It is not a game engine and not a gameplay framework.

Purpose

The Cardinal System exists to orchestrate the world, not to render frames.

Its responsibility is to define what exists, what happens, and when it happens inside a world — independently from how the game loop renders or simulates frames.

World Loop vs Game Loop

Cardinal introduces a clear separation between two fundamentally different loops:

Game Loop

Frame-based.

Responsible for rendering, input, physics, and real-time simulation.

World Loop

Event-based and asynchronous.

Responsible for world rules, state transitions, NPC behavior, and long-lived processes.

The World Loop does not tick per frame.

It reacts to events, conditions, and time.

Design

Cardinal operates as an asynchronous event loop built on top of a deterministic runtime.

Rules and behaviors are described declaratively and registered at startup. Execution is performed by the core runtime, not by scripts.

Relationship with The Seed

The Seed provides the runtime foundation.

Cardinal defines how the world behaves within that runtime.

They are independent systems, designed to be composed — not merged.

This is highly inspired on Cardinal System from Sword Art Online