PCAM-24 is a phase-first simulation model for interactive systems (games, training simulations, real-time agents) in which discrete phase—not time—is the authoritative coordinate for action progression, interaction adjudication, and cross-system synchronization.
Rather than asking “how much time has passed?”, PCAM-24 asks:
“What stage of the action is happening right now?”
This shift eliminates timing inference between subsystems and replaces fragile, time-based logic with explicit, inspectable semantics.
Modern engines coordinate multiple subsystems—animation, combat, AI, input, networking—each operating on its own notion of time. This fragmentation leads to common problems:
- animations that look correct but resolve incorrectly
- frame- or FPS-dependent gameplay behavior
- brittle timing logic expressed in floats or magic numbers
- inconsistent outcomes under network latency
- difficulty explaining why a hit, parry, or dodge succeeded or failed
PCAM-24 addresses these issues by introducing phase as a shared semantic substrate across all subsystems.
In PCAM-24:
- Every action progresses through a fixed, cyclic set of 24 discrete phases (0–23).
- All gameplay-relevant semantics—hits, invulnerability, parries, cancels, combos—are expressed as phase windows.
- Subsystems subscribe to phase; they do not infer timing or drive progression.
- Cross-entity interactions are resolved deterministically using phase-defined precedence, not frame order or wall-clock time.
Phase is authoritative.
Time is a derived view.
- A semantic model for action progression
- Deterministic by construction
- Network-friendly (phase-first replication)
- Designer-authorable via explicit windows
- Engine-agnostic
- A new animation system
- A timing tweak or optimization
- A fighting-game-only mechanic
- A physics replacement
- A civil or real-world time reform
PCAM-24 defines what is authoritative, not how things are rendered.
PCAM-24 is relevant to:
- Engine programmers designing core gameplay substrates
- Combat and gameplay designers tired of frame- and time-based tuning
- Networked game developers seeking fairness and explainability
- Simulation developers who need deterministic, inspectable behavior
- Technical designers bridging systems and authoring
This repository contains the following core documents:
-
Whitepaper
Conceptual motivation, problem framing, and high-level implications -
Formal Specification
Normative definition of PCAM-24 semantics and conformance rules -
Designer Guide
Practical explanation of PCAM-24 for gameplay and combat designers
Additional supporting documents expand on comparisons, examples, and usage patterns.
If you are new to PCAM-24:
- Designer Guide — understand the model intuitively
- Whitepaper — understand the motivation and system-level impact
- Formal Specification — understand the exact rules and guarantees
PCAM-24 is currently:
- Conceptually complete
- Formally specified
- Engine-agnostic by design
Reference implementations, tooling, and execution substrates (e.g., ActionGraph-24) are intended as follow-up work and are deliberately separated from the core model.
- Phase is truth
- Systems subscribe, never infer
- Determinism beats cleverness
- Authoring clarity over timing hacks
- Explainability is a feature
The PCAM-24 model and documentation are published to encourage:
- exploration
- discussion
- implementation
- critique
Please see the license file for usage terms.
Discussion, critique, and experimentation are welcome.
When engaging with the material, please respect the core PCAM axioms and avoid reintroducing time-based authority into the model.
PCAM-24 is a proposal to rethink how interactive actions are represented, reasoned about, and synchronized—not by time, but by stage.