
Current project
HiveShard
A distributed runtime for deterministic simulations built around spatial partitioning, event-driven HiveShards, and lockstep progression.
HiveShard is designed for large 2D worlds where global communication would become the bottleneck. State is partitioned into chunks, each chunk runs multiple logic components, and events propagate through neighboring chunks instead of being broadcast globally.
The runtime separates client boundaries from simulation execution through edge components, will support replicated execution with quorum validation, and is being shaped toward Kubernetes-scale deployments with Kafka-backed communication.




