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Echo is a **deterministic graph‑rewrite engine + tooling** for building simulations you can replay, verify, and synchronize without guessing.
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Instead of treating a game/simulation as a pile of mutable objects, Echo treats **state as a typed graph**. Each “tick” proposes a set of rewrites, executes them in a deterministic order, and emits **cryptographic hashes** of the resulting state and provenance so tools/peers can validate and converge.
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<palign="center">
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<strong>State is a graph. Time is a hash chain. Determinism isn't optional.</strong>
**Status (2026-01):** Active R&D. The deterministic core (`warp-core`) and session/tooling pipeline are implemented. Higher-level layers (ECS storage, system scheduler, timeline tree) are specced but not yet built. See [`docs/architecture-outline.md`](docs/architecture-outline.md) for per-section implementation status.
Echo is a **deterministic state machine** where every transition is cryptographically verifiable. Run the same inputs on any machine, get the same hashes. Always.
- Paper I — *WARP Graphs: A Worldline Algebra for Recursive Provenance* ([doi:10.5281/zenodo.17908005](https://doi.org/10.5281/zenodo.17908005))
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- Paper II — *WARP Graphs: Canonical State Evolution and Deterministic Worldlines* ([doi:10.5281/zenodo.17934512](https://doi.org/10.5281/zenodo.17934512))
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- Paper III — *WARP Graphs: Computational Holography & Provenance Payloads* ([doi:10.5281/zenodo.17963669](https://doi.org/10.5281/zenodo.17963669))
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- Paper IV — *WARP Graphs: Rulial Distance & Observer Geometry* ([doi:10.5281/zenodo.18038297](https://doi.org/10.5281/zenodo.18038297))
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- Paper V — *WARP Graphs: Ethics of Deterministic Replay & Provenance Sovereignty* (not yet published)
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- Paper VI — *The AIΩN Computer: Architecture & Operating System* (not yet published)
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Hashes match. Determinism verified.
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```
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---
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> **Naming:** Echo is the product. WARP is the underlying graph algebra. The `warp-*` and `echo-*` crates are internal modules—same project, different layers.
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## Why?
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-**Determinism first:** same inputs → same ordered rewrites → same hashes.
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-**Provenance you can trust:** snapshots and commits are content‑addressed.
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-**Tooling as a first‑class citizen:** graphs stream over a canonical wire protocol; consumers verify hashes and detect desync early.
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If you’re building anything that benefits from “Git‑like” properties for state (replay, branching, inspection, synchronization), Echo is designed for that.
| "Replay diverged after 10,000 ticks" | Deterministic scheduler + fixed-point math |
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| "Which client has the correct state?" | Compare 32-byte tick hashes |
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| "We can't reproduce that bug" | Every tick is content-addressed and replayable |
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| "Syncing state is expensive" | Stream diffs, verify hashes, done |
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---
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If you've ever built a game, simulation, or distributed system and wished state had Git-like properties—branches, merges, provable history—that's what we're building.
> If you need a plug-and-play game engine today, this isn't that (yet).
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> If you need deterministic, replayable state transitions you can prove, it is.
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-`crates/warp-core` — deterministic rewrite engine: canonical scheduling, parallel execution with deterministic results independent of CPU count, snapshot and commit hashing. See [`docs/architecture-outline.md`](docs/architecture-outline.md) for detailed API documentation.
- gapless diff enforcement (snapshot resets; diffs must be consecutive epochs)
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-`crates/echo-session-client` — client helpers + tool port abstraction (`tool::SessionPort`).
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-`crates/echo-session-ws-gateway` — WebSocket ↔ Unix‑socket bridge for browser‑based tools.
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Echo is a high-performance graph rewriting engine written in Rust, designed to run everywhere. All upcoming milestones target Echo-in-the-browser so people can try it out with minimal friction.
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### Tools + adapters
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1.**WARPSITE**—a website powered by WARP graph rewriting
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2.**Splash Guy**—a demo game designed to introduce Echo concepts
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3.**Tumble Tower**—a demo game designed to demonstrate Echo's physics determinism
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-`crates/warp-viewer` — native WGPU viewer:
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- subscribes to a WARP stream,
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- applies snapshots/diffs,
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- verifies `state_hash` per frame (declares desync on mismatch).
-`crates/echo-dind-tests` — stable test app used by the DIND harness.
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#### Time Travel Debugger + WARPSITE
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### Living specs (teaching slice)
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True, deterministic **Time Travel Debugging** (TTD) is always available by default—not something you have to record or prepare for in advance. Made possible by [WARP graph](https://doi.org/10.5281/zenodo.17908005)[rewriting](https://doi.org/10.5281/zenodo.17963669), each tick's [computational hologram](https://doi.org/10.5281/zenodo.17963669) is captured in an immutable, append-only, tamper-evident ledger. Step backwards to any previous tick, then forward again. Exactly the same every time, bit-for-bit, cryptographically verified. Want to see what *could* have happened? Fork to a different worldline, try something different, then discard it and return to your original timeline.
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-`specs/spec-000-rewrite` — Leptos + Trunk scaffold for “Spec‑000: Everything is a Rewrite”.
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-`crates/echo-wasm-abi` — WASM‑friendly DTO schema for specs.
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-`crates/echo-wasm-bindings` — demo kernel + rewrite history (teaching slice; not the production engine).
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- Time Travel Debugging (TTD) Part 1—Tick Inspector + Rewind/Jump to Previous Tick (In Progress)
For a deeper tour, see [`docs/meta/docs-index.md`](docs/meta/docs-index.md).
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#### Then: Splash Guy Tutorial Demo
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---
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Navigate a grid-based maze and strategically place timed water balloons to clear obstacles and trap opponents in a chaotic bid to be the last one dry. A simple game demo designed to teach Echo concepts.
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## Quickstart
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- Rhai Scripting API
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- Graphics
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- Input
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###Requirements
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#### After: Tumble Tower Demo
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- Rust toolchain pinned by `rust-toolchain.toml` (currently `1.90.0`).
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- Node.js (for docs site). The docs toolchain uses `vitepress@1.6.4`; supported Node versions are pinned via `package.json` (currently `>=18 <25`). For best results, use an LTS (Node 18/20/22).
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Carefully extract load-bearing blocks from a precarious tower and place them at the summit without triggering a catastrophic collapse. A block-stacking game that demonstrates deterministic physics.
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