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Scientific Contributions
Proposed title: "Zero-Copy Event-Driven Architecture for Real-Time VR Simulation"
Target conferences:
- HotOS (Operating Systems): kernel module, zero-copy, ring buffer
- GDC (Game Developers Conference): massive ECS architecture, WorldPartition
- Ubicomp (Ubiquitous Computing): BCI, real-time biometrics
- NeurIPS / ICLR (AI): physical AI integration
Platforms:
- arXiv: preprint for community validation
- GitHub: open-source code for reproducibility
Averages the spectral power in the 40–70 Hz band across all channels at each time step. Used as a proxy for EMG contamination and muscle fatigue. A high
Reference: Schumacher et al., Closed-loop control of gait using Brain-Computer Interfaces, 2015.
where
Affine-invariance:
References: Moakher 2005; Arsigny et al. 2006; Blankertz et al. 2011.
Detects outlier feature vectors
-
Dynamic Packet Format: open standard for real-time MMO/VR (
[EntityID][CompID][Data]...) - Generic ECS Dispatcher: unified protocol for inputs, biometrics, and state — everything is a component
- Zero-Copy Pipeline NIC→GPU: Linux kernel module + Pinned Memory + GPUDirect (future)
-
Biometric-Driven World Adaptation: adaptive server modifies physics and rendering based on real-time
$R(t)$ and$\delta_R$ - Per-chunk ECS with double buffering: original architecture combining SoA, PinnedAllocator, and atomic swap
- Jacobi decomposition without external deps: SPD matrix operations (sqrt, inv, geodesic distance) fully implemented in C++23, header-only, test-verified
Targeted criteria:
- Technical revolution (validated sub-millisecond latency)
- Open standard adopted by the industry
- Multidisciplinary convergence (OS, network, GPU, BCI, AI)
- Reproducibility via open-source and publications
- C/C++ engine that surpasses Unity/Unreal in latency and scalability
- GPUDirect is used in HPC and high-frequency trading, but not in gaming → pioneer opportunity
- The VR/MMO industry doesn't yet exploit zero-copy kernel pipelines → open niche
← Future Ideas | Next: Lessons Learned →
LplPlugin — Zero-Copy Real-Time VR Engine | Author: MasterLaplace | License: GPL-3.0 | Source Code
This project is a marathon, not a sprint.