Gaming & Simulation templates
Ready-to-deploy state contracts in the Gaming & Simulation category. Each is a running machine — protocols pre-composed into states and transitions, deployable as-is onto your state machine.
| Template | What it does |
|---|---|
| Game Physics Anti-Cheat | NM27 (Σp conserved) + NM23 (KE=½mv²): valid → suspect when a player's momentum books stop closing, → flagged when kinetic energy exceeds the engine cap. Catches |
| ZeqPhysicsEngine | NM19 watch — stable → jitter → desync when frame_jitter_ms crosses your thresholds; auto-logged with a ZeqProof per transition. Game physics engine with Zeqond- |
| ZeqSpatialAudio | NM19 watch — stable → jitter → desync when frame_jitter_ms crosses your thresholds; auto-logged with a ZeqProof per transition. 3D spatial audio engine with Hul |
| ZeqProcGen | NM19 watch — stable → jitter → desync when frame_jitter_ms crosses your thresholds; auto-logged with a ZeqProof per transition. Procedural content generation se |
| ZeqNetcode | NM19 watch — stable → jitter → desync when frame_jitter_ms crosses your thresholds; auto-logged with a ZeqProof per transition. Deterministic lockstep netcode o |
| ZeqGameAI | NM19 watch — stable → jitter → desync when frame_jitter_ms crosses your thresholds; auto-logged with a ZeqProof per transition. NPC behavior trees and pathfindi |
See the full Templates Library for all categories, or the State Contracts model for how to author your own.