Architecture Overview
The principled foundation of the E.D.E.N. simulation ecosystem.
E.D.E.N. is a deterministic, geodesic, field-based simulation engine designed to support scientific modeling, education, and emergent planetary-scale experiences.
Its architecture is built from first principles to ensure clarity, modularity, and long-term stability.
This documentation section provides a conceptual overview of the engine’s major architectural components.
Purpose
The Architecture Overview establishes a unified understanding of the E.D.E.N. engine’s structure.
It explains how each foundational layer works together to form a coherent simulation ecosystem and introduces the principles that shape the platform.
This page is intended as a high-level guide before exploring deeper architectural sections.
Core Principles
- Determinism — predictable state evolution across all simulation domains.
- Separation of Concerns — spatial, temporal, subsystem, and visualization layers remain cleanly isolated.
- Extensibility — new systems can integrate without modifying existing layers.
- Transparency — world data is visualized through overlays for debugging and learning.
- Scalability — architecture supports future growth into research, education, and gameplay.
System Model
E.D.E.N. is composed of the following major layers:
- Geodesic Substrate
The equal-area, distortion-minimized spherical topology underlying all spatial relationships. - Field System
Unified representation for all tile, edge, and directed-edge world data. - Time & Tick Engine
Deterministic multi-clock temporal model enabling multi-scale simulation. - Subsystem Architecture
Modular domain systems (geology, hydrology, atmosphere, etc.) built on fields and ticks. - Overlay System
Visual interface for world inspection, debugging, education, and analysis. - Application Layer
Tools, inspectors, scenario systems, and interaction workflows.
These layers form a stack:
each depending on the layers below, each exposing clean surfaces to the layers above.
How It Interacts With Other Systems
The architecture interacts with:
- Developers: through tools, inspectors, and subsystem extension points
- Educators: via clear overlays and lesson-ready scenarios
- Researchers: through deterministic field data and structured state models
- Gameplay systems: via extensible subsystems and time control
- Visualization tools: through a standardized overlay interface
What This Enables
- global-scale simulation without distortion
- modular, domain-specific subsystems
- multi-timescale emergent behavior
- clean extension surfaces for future systems
- structured visualization for learning and debugging
- a decade-long product ecosystem built on one engine
Visual Examples (Optional)
- Geodesic surface mesh
- Field-driven heatmap
- Directed-edge flows
- Multi-layer overlay stack
(Images may be inserted by the site operator.)
Public Extensibility Notes
Future versions of the SDK will expose:
- subsystem templates
- safe field access APIs
- overlay extension pipelines
- scenario creation hooks
Public extensibility will maintain the engine’s architectural purity.