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Troubleshooting
Welcome to the documentation for Troubleshooting in the Enaction Engine.
Enaction Engine is a deterministic, event-sourced Rust kernel intended for cognition, affect, and conation. Its core design embraces deterministic simulation, world and event models, agency, embodiment, and physics.
The engine serves as a foundation for building simulations requiring high reliability and rigorous verification. Enaction Engine's current state includes DoubleBuffer and FixedStep for deterministic timing and interpolation, as well as a domain-typed Trace and BeliefStore for theory of mind and belief kinetic modeling.
The normative statement of the shared kernel is the CAC (Cognition, Affect, Conation) model. The executable expression of this model is contained within the enaction-contracts crate. Games and host systems retain their own domain ontology and game-specific rules, integrating with the Enaction Engine via its API seams.
- Determinism: The core loop ensures that identical inputs yield identical outputs, a critical requirement for lockstep networking, replayability, and reliable physics.
- Event Sourcing: All state changes are expressed as events, allowing complete auditing and time-travel debugging.
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Belief Modeling: The
BeliefStoreprovides a framework for entities to hold, update, and retract beliefs about the world based on incoming evidence. -
Strict Contracts: The boundaries between subsystems are defined by mathematical contracts validated by
enaction-contracts.
This section is meant to provide deep insights and practical examples to ensure developers can effectively utilize and contribute to this repository. Refer to the internal documentation and Justfile for verification and build recipes.