OVERLIFT ARCHITECTURE · REAL-TIME SYSTEMS

Degrade presentation. Never invent a different world.

Real-time systems expose every weak boundary at once: input arrives late, audio starves, GPU devices disappear, queues back up, predictors become stale, and browsers interrupt work. OverLift keeps the accepted world separate from prediction and delivery so recovery can be exact rather than persuasive.

THE FIVE PLANES

Speed matters, but each fast lane gets a smaller authority than the world it serves.

Exact state, candidate intelligence, execution deadlines, delivery, and presentation are related without being collapsed.

01 · WORLD

Authoritative state

Machine registers, game world, accepted input sequence, evidence state, and checkpoints own what actually happened.

02 · INTELLIGENCE

Bounded prediction

Interpolation, learned tactics, semantic guidance, and path forecasts remain epoch-bound candidates that can expire or abstain.

03 · EXECUTION

Deadline-aware work

Workers, native/Wasm kernels, deterministic compilers, and typed queues execute under declared budgets and fail closed.

04 · DELIVERY

Transport and pacing

SharedArrayBuffer, MessageChannel, AudioWorklet rings, frame queues, and network packets move accepted state without owning it.

05 · PRESENTATION

Qualified fast paths

WebGPU remains first where supported; WebGL2 and Canvas are observed-failure fallbacks, never alternate truth engines.

PROOF

Receipts and recovery

Every interruption, fallback, dropped presentation detail, and requalified lane can be explained and replayed from admitted state.

DETERMINISTIC REAL-TIME SYSTEMS LAB

What is allowed to degrade when a deadline, device, or queue fails?

Inspect authoritative world state, prediction, delivery, presentation, permitted degradation, prohibited mutation, and replay. A late or failed fast path never receives permission to invent a different world.

01Bind the world

Frame, machine, input, epoch, and checkpoint identities are exact before acceleration begins.

02Label prediction

Interpolation, learned strategy, and GPU output remain candidates tied to one source epoch.

03Degrade delivery

Drop detail, repeat a frame, coalesce telemetry, or fall back without changing accepted state.

04Prove recovery

Requalify failed lanes and replay the same world from admitted checkpoints and inputs.

Loading the deterministic real-time contract…

This laboratory is deterministic and same-origin. It performs no networked game action, machine mutation, device control, or external write.

PORTFOLIO PROOF

The same boundary survives very different deadlines.

Neon Drift and CITADEL test agent decisions inside a live world. Arcadia and the emulator suite test exact machine execution, native audio, and frame delivery. C64 XR adds storage, WebXR, controllers, and device constraints.

Neon Drift + CITADEL

Adaptive intelligence, one legal world

VANTA can learn, predict, coordinate, and abstain. Deterministic world authority still owns legal movement, collisions, trails, speed, and outcomes.

Open Neon Drift proof →
Arcadia

Exact machines, qualified presentation

Worker-owned arcade execution, title-level admission, persistent audio delivery, cabinet controls, and renderer fallback preserve one machine state.

Open Arcadia proof →
Emulator Suite

Audio, video, input, and replay under pressure

Wasm cores, AudioWorklet, Worker queues, WebGPU-first presentation, compatibility gates, and long-play tests make timing failures visible.

Open emulator proof →
C64 XR

One machine across desktop and spatial delivery

Dual-drive state, storage, audio, HTTPS asset proof, controller input, and WebXR must recover without creating a second Commodore 64.

Open C64 XR proof →