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World

A room needs more than visible walls to become a playable place. The player must spawn somewhere, collide with the right surfaces, navigate a route, trigger an interaction, and leave evidence that those relations work. World compiles those meanings into an engine-native candidate from admitted design, source, assets, and motion.

The engine-profile study was reviewed 2026-08-08. Foundry is an accepted application design; this candidate tool path proves no delivered Pattern, Godot adapter, Tomb, project store, or permission to execute hostile projects.

One inert assembly plan

design and admitted catalogue
→ inert WorldAssemblyPlan@1 or closed procedural recipe
→ schema, reference, bounds, cardinality, and target validation
→ contained engine compiler
→ collision, navigation, presentation, and controller bake
→ static probes and declared gameplay scenario
→ candidate world revision

WorldAssemblyPlan@1 describes one bounded 2D/3D world or slice. It may be authored, compiled from a closed recipe, or proposed by a Mind. It is inert data, never GDScript, Python, an engine scene, shell, or live-world mutation authority.

Facet Required facts
source frame exact design, project, asset-catalogue, Form assembly, Kinesis motion, and parent-world revisions
space 2D or 3D coordinates, units, axes, origin, bounds, zones, layers, chunks, and streaming roles
placements stable node or entity ids, exact artifact facets, transforms, variants, parentage, and instance bounds
anchors player and actor spawns, cameras, entrances, exits, interactions, checkpoints, targets, and authored landmarks
collision and physics body role, shapes, materials, layers, masks, joints, gravity zones, backend profile, and declared tolerances
navigation agent profiles, walkable regions, links, avoidance policy, bake parameters, unreachable policy, and expected routes
presentation lights, probes, audio zones, occlusion, ambience, level of detail, visibility, and performance budgets
motion use exact clips, target rigs, controller states, transitions, blending, root-motion policy, and event bindings
gameplay actors, components, interactions, triggers, state, win or stop predicates, and separately referenced source behavior
procedure seed, closed generator revision, opened parameters, maximum counts, spatial envelope, and termination rule
target EngineProfile@1, platform, quality profile, scenario set, and build acceptance criteria

game.assemble_world@1, game.bake_world@1, and game.validate_world@1 are semantic Spells inside the principal Pattern. The compiler checks identities, references, bounds/cardinality, units/axes, placements, physics/navigation, resource ceilings, and target support. Unsupported facets return WorldFindingSet@1 rather than disappear. A successful WorldBakeReceipt@1 preserves source/result digests, compiler/profile, transforms, generated collision/navigation/lighting/LOD, warnings, validation, and loss.

Engine .tscn/.scn files and resources emitted by the world compiler, along with import caches, navmeshes, lightmaps, and shader caches, remain derivatives. They do not replace the plan, project source, source assets, Form assembly, or Kinesis clips.

Godot is the first engine profile

The dated first candidate is Godot: an MIT engine with command-line import, headless execution, export, and scene/navigation/animation facilities for the proposed 2D/3D slices. EngineToolJob@1 bounds each finite inspect, import, assemble, bake, validate, test, or export by exact root, operation, inputs, profile, limits, outputs, findings, cancellation, and receipt. Playtest separately owns the live PlaytestSession@1.

A Worker delivers the job to a trusted executor or Tomb through a pinned ToolProfile. Independent residency, queue, lifecycle, or remote work may justify an Animator JobGrant; direct Godot is no Soulstone. Editor ports, debug consoles, generic RPC, arbitrary CLI arguments, and project scripts cannot be the stable contract.

EngineProfile@1 pins engine binary/build digest, export-template digest, platform/renderer, GPU/display/audio mode, physics backend/tick/substeps/threading, navigation settings per agent, importers/plug-ins/revisions/licences, locale/timezone/random streams, network policy, CPU/GPU/RAM/disk/time ceilings, and trusted-fixture versus Tomb posture.

Headless execution proves neither containment, deterministic rendering, nor audio. Project scripts, native extensions, plug-ins, shaders, resource references, archives, and generated code remain hostile. General execution waits for Tomb filesystem, process, device, network, secret, resource, cancellation, and residue evidence. Physics/navigation reproducibility holds only within the exact profile and asserted tolerances; changed backends, hardware, drivers, threading, or engines need new evidence.

Portable sources and engine derivatives

The first portable 3D asset/assembly projection is glTF/GLB, validated by the Khronos validator before import. OpenUSD/UsdSkel remains a later studio-interchange profile; FBX is optional lossy compatibility and not required for the FOSS road. Blender may prepare contained Form/Kinesis/assets and previews. Opening its scene does not prove engine physics, navigation, gameplay, or playability.

The asset import keeps its transformations in AssetImportReceipt@1. WorldBakeReceipt@1 owns world collision matrices, navigation joins, spawn, streaming, behavior, and controller binding. Reuse preserves their source lineage.

Procedural and model-assisted worlds

A Mind can propose a plan or reviewed project patch. It cannot invent rights, open an unbounded catalogue, install plug-ins, execute generated source, or claim playability from prose. GDScript, C#, native code, shaders, and build configuration pass ordinary diff review, containment, tests, and playtest; they cannot hide in the closed recipe grammar. Video world models return Prism pixels; spatial models return Form candidates. Both still need normal admission and engine proof.

Actors begin with project-owned deterministic state machines, behavior trees, navigation policies, and fixture controllers. A later ActorPolicyProfile@1 may admit bounded model observations/actions, with unavailable, late, malformed, and unsafe-result policies fixed in the build. It grants no console, filesystem, scene mutation, network, or world authority.

Playable evidence handoff

Playtest owns GameplayScenario@1, PlaytestSession@1, and EngineObservationSet@1; Build owns the complete fixtures and candidate. World supplies exact plan, bake receipt, engine profile, and findings.

Spectre may receive a world/build/profile and playtest evidence for VRHabitat@1 admission. It separately checks runtime, spatial, comfort, accessibility, retention, and exit requirements; a successful game scenario does not admit a Habitat.

The neighboring worlds

Shadow owns counterfactual branch lineage and prepares Promotion Requests. Blockworld owns persistent-server missions/effects. Foundry owns the local project candidate: offline .schem or grid import grants no live placement. Signing, upload, rollout/rollback, public players, and remote-copy receipts require a future distribution owner.