← Selected work

01 / Deterministic systems

Hexframe

A deterministic 2D fighting-game simulator and training laboratory built around fixed-step simulation, rollback, authored combat, and SVG rendering.

  • TypeScript
  • 60 Hz simulation
  • Rollback
  • Training tools
  • SVG
  • Cloudflare
01 — Problem

The constraint that shapes the system.

Combat has to mean the same thing to play, training, AI, replay, saves, and eventual network rollback. Browser timing, presentation state, and ambient randomness cannot be allowed to define the result.

02 — What I built

A complete path, not an isolated component.

  • A fixed 60 Hz integer simulation with explicit snapshots and hashes
  • Authored moves, loadouts, equipment, crafting, and deterministic status systems
  • Replay and rollback contracts shared by training and future networking
  • Party AI that uses the same authored loadouts as the player
  • Independent SVG rigs with presentation kept outside combat authority
  • A protected engineering lab for deterministic inspection
03 — Architecture

Explicit ownership at every boundary.

InputPlayer and deterministic AI decisions
SimulationFixed-step integer combat rules
StateSnapshots, hashes, saves, replay
RendererSVG rigs, VFX, interpolation
04 — Interesting engineering

The part worth looking at twice.

One authoritative model supports every downstream consumer. Rendering observes combat; it never decides it. That boundary makes training tools and rollback infrastructure part of the product architecture rather than later patches.

05 — Result / current state

What exists now.

A playable systems slice with authored combat, first-class training, persistent progression, party behavior, and rollback-ready state boundaries that can grow without replacing the combat core.