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01 Preface What Is A Field

default edited this page Jun 25, 2026 · 1 revision

01 — Preface: What Is a Field?

Plain English

A field is not one physics thing in this stack. It is any continuous quantity stored over space that other systems read and write every tick:

  • GPU images (Phi, Thermo, Flow)
  • A 64 MiB guest RAM die on the GPU
  • JSON telemetry describing network flows

A program is a recipe. A field is the state of the kitchen — heat on every burner, not just the timer.

Three field families

Family Where What it stores
GPU analog fabric Vulkan bindings 8–10 Phi, Thermo, Flow
Field Die FieldX86Die SSBO binding 1 x86 guest, VGA, tile cache
Packet field NEXUS field jsonl TX/RX, ports, corroboration

Key terms

  • Binding — Vulkan slot where a buffer or image attaches
  • FieldSocket — Per-dispatch push-constant control block
  • Holographic boundary — HDR frame pair + fabric; where rendering pays thermodynamic cost
  • Operator — The human at the keyboard. Not the daemon. Not the shader.

Status labels (used throughout this manual)

Label Meaning
Implemented In source; you can grep it
🎭 Metaphor Poetic naming; useful intuition
📖 Philosophy Operator discipline, not a measured constant
🎨 Visual Shader art, not instrumentation

What this manual is not

  • Not a substitute for reading headers (Pipeline.hpp, FieldRtxFieldAbs.hpp)
  • Not a promise that every poetic name maps to SI units
  • Not cloud security — everything here is local-first

Next: 02 — Fields: From Pixels to Packets

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