Multi-Clock Structure
A layered temporal model enabling multi-scale simulation.
The Multi-Clock Structure is the backbone of E.D.E.N.’s temporal architecture.
It allows different simulation domains to evolve at different cadences while maintaining global determinism.
This page explores the conceptual framework behind the engine’s multiple clocks.
Purpose
The purpose of the multi-clock model is to support a world that evolves on many timescales simultaneously.
Geology changes slowly.
Weather evolves rapidly.
Human systems respond somewhere in between.
Each subsystem updates at the rate appropriate to its processes.
Core Principles
- Temporal Stratification — slow, medium, fast, and real-time clocks.
- Deterministic Ordering — each clock fires in a stable sequence.
- Flexible Cadence — subsystems choose the clock matching their behavior.
- No Overlap or Conflict — systems updating at different speeds never interfere.
- Unified Time Model — all clocks share the same absolute timeline.
System Model
Slow Clock
Long-term processes.
Examples:
- plate movement
- erosion
- long-scale climate cycles
Medium Clock
Moderate processes.
Examples:
- hydrology
- seasonal transitions
- biome adaptation
Fast Clock
Rapid environmental dynamics.
Examples:
- pressure systems
- short-term weather
- local atmospheric interactions
Real-Time Clock
Highly interactive systems.
Examples:
- UI
- user interaction
- scenario tools
- gameplay logic (future)
How It Interacts With Other Systems
- Subsystems choose their clock.
- Tick Engine executes clocks in deterministic order.
- Fields receive updates at clock-dependent cadences.
- Overlays reflect clock-driven changes.
- Application Layer provides time control.
What This Enables
- believable evolution of global systems
- multi-scale emergent behavior
- long-term scenario playback
- smooth, real-time interaction
- consistent behavior across use cases
- a foundation for educational demonstration
Visual Examples (Optional)
- clock timeline diagram
- subsystem-to-clock mapping visual
Public Extensibility Notes
In the future SDK, developers may:
- define new clocks
- attach subsystems to custom cadences
- create clock-dependent scenario scripts
The multi-clock structure is designed to grow with the engine.