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02 / Deterministic systems

Hexframe

Fighting-game systems made deterministic and inspectable.

Primary capabilityDeterministic combat simulation

What it is

A complete working system.

A browser-based fighting-game system and engineering laboratory built around fixed-step combat, authored frame data, replayable state, rollback-ready boundaries, keyboard and gamepad parity, semantic menus, and accessible training tools.

Why I built it

The engineering question.

Fighting games compress hard engineering problems into a visible system: timing, input, simulation authority, animation, collision, debugging, accessibility, and tools all have to agree on what happened.

Engineering highlights

What the project demonstrates.

  • A playable stage with a practice dummy
  • Pause-on-contact and frame-by-frame controls
  • Hitbox, hurtbox, pushbox, and state inspection
  • Saved positions and repeatable scenario replays
  • Keyboard, gamepad, and accessible display settings
Architecture / technology

How the project is structured.

Primary capability
Deterministic combat simulation
Characteristics
  • Deterministic simulation
  • Rollback architecture
  • WCAG 2.0 AA interfaces
  • Training tools
  • Accessible controls
ControlsRead player buttons and choices made by computer teammates
Game rulesCalculate movement, hits, damage, and status effects
Saved stateStore exact moments for saves, replays, and rollback
GraphicsDraw characters and effects from results that are already decided

Go deeper

Overview first. Evidence when you want it.

The case study explains the architecture, boundaries, tradeoffs, and current state. The running application and repository provide the proof.