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Source files: 3 | Classes: 45 | Methods: 2 | Enums: 0


GTOS.ExecutionEngine.Core

CalculationNode

readonly struct

Domain-agnostic calculation node in the execution graph
Uses numeric IDs and bit flags instead of strings for maximum efficiency

Source: CoreExecutionEngine.cs

Constants and Fields

CalculationType

readonly int

Description

readonly string

Domain

readonly DomainType

NodeId

readonly int

OutputParameters

readonly int[]

Priority

readonly ExecutionPriority

RequiredInputs

readonly int[]

DomainTypeExtensions

static class

Domain type utility methods for classification and validation.
MIL SPEC: Static methods, no instance allocation, zero-overhead classification.

Source: CoreDomainType.cs

Methods

IsEngineering

bool IsEngineering ( this DomainType domain )

ExecutionBackendCapabilities

struct

Detected hardware capabilities for intelligent Network routing.
Used by ExecutionEngine to select optimal execution path.

Source: CoreExecutionEngine.cs

Constants and Fields

AvailableBackend

ExecutionBackend

CPUCoreCount

int

EstimatedPerformance

float

GPUMemory_bytes

long

GPUName

string

SupportsGPUCompute

bool

SupportsIntegratedGPU

bool

ExecutionBackendConfig

struct

Backend configuration for Network execution.
Allows user to override auto-detection if needed.

Source: CoreExecutionEngine.cs

Constants and Fields

AllowFallback

bool

FallbackBackend

ExecutionBackend

MaxCPUCores

int

PreferIntegratedGPU

bool

PreferredBackend

ExecutionBackend

ExecutionCache

struct

Execution cache - parallel arrays instead of Dictionary
MIL SPEC: Linear search for small cache sizes, zero hash overhead

Source: CoreExecutionEngine.cs

Constants and Fields

CacheKeys

long[]

CacheValues

ExecutionResult[]

Count

int

ExecutionEngine

static class

The domain-agnostic execution engine with GPU-accelerated Networks!
Static class implementation for MIL SPEC compliance.
BREAKTHROUGH ARCHITECTURE:
══════════════════════════════════════════════════════════════
ANY Network can automatically leverage GPU parallelism!
Traditional approach (everyone else):
- Write custom CUDA code for each algorithm
- Hire GPU specialists ($200K+/year)
- Maintain dual codebases (CPU + GPU)
- Months of development per feature
SILVIA approach (this engine):
- Compose Networks from Atomics (once)
- ExecutionEngine auto-routes to GPU when beneficial
- SAME CODE runs on CPU, GPU, Photonic, Quantum
- Zero CUDA knowledge required
EXAMPLE - BIM Validation Network (10,000 elements):
GPU: 10K elements ÷ 3584 cores = 3 waves × 10μs = 2.03ms
CPU: 10K elements ÷ 16 cores = 625/core × 0.5ms = 312ms
GPU is 154× FASTER! (automatic routing)
EXAMPLE - Microsecond Trading Network (5,000 trades):
GPU: 5K trades ÷ 3584 = 2 waves × 5μs = 2.01ms
CPU: 5K trades ÷ 16 = 312/core × 0.1ms = 31.2ms
GPU is 15× FASTER! (sub-millisecond latency)
EXAMPLE - ML Training Network (10,000 samples × 100 epochs):
GPU: 6ms/epoch × 100 = 600ms (0.6 seconds!)
CPU: 312ms/epoch × 100 = 31.2 seconds
GPU is 52× FASTER! (automatic parallelization)
EXAMPLE - Ballistic Trajectories (1,000 projectiles):
GPU: 1K projectiles in 1 wave = 2.01ms (496 FPS)
CPU: 1K ÷ 16 = 62/core × 0.5ms = 31ms (32 FPS)
GPU is 15× FASTER! (real-time physics)
EXAMPLE - Terrain Generation (8,160 tiles):
GPU: 8160 tiles ÷ 3584 = 3 waves × 50μs = 2.15ms
CPU: 8160 ÷ 16 = 510/core × 50μs = 25.5ms
GPU is 12× FASTER! (tile-based parallelism)
EXAMPLE - Flora Generation (10,000 plants):
GPU: 10K plants ÷ 3584 = 3 waves × 20μs = 2.06ms
CPU: 10K ÷ 16 = 625/core × 1ms = 625ms
GPU is 303× FASTER! (massive procedural generation)
EXAMPLE - Particle Simulation (100,000 particles):
GPU: 100K ÷ 3584 = 28 waves × 10μs = 2.28ms
CPU: 100K ÷ 16 = 6250/core × 0.1ms = 625ms
GPU is 274× FASTER! (hair, grass, fluids)
NETWORK STACKING (iterative workflows):
- Compose Networks that feed results to other Networks
- ALL stages leverage GPU automatically
- Example: Signal → Risk → Execution → Confirmation
- 4 networks × 2ms/network = 8ms total on GPU
- 4 networks × 30ms/network = 120ms on CPU
- GPU is 15× FASTER for entire pipeline!
CROSSOVER POINTS:
• <100 parallel items: CPU_Sequential (GPU overhead not worth it)
• 100-1,000 parallel items: CPU_Parallel competitive
• 1,000-10,000 parallel items: GPU_Compute 10-20× faster
• >10,000 parallel items: GPU_Compute 50-300× faster!
THIS IS THE MOAT!
- No one else has automatic GPU acceleration for Networks
- Works on Physics, Rendering, BIM, Financial, ML, ANY domain
- Same code, 10-300× faster with GPU
- Future-proof: Add Photonic/Quantum backends seamlessly
══════════════════════════════════════════════════════════════

Source: CoreExecutionEngine.cs

Methods

ExecuteNetwork

ExecutionResult[] ExecuteNetwork ( ExecutionNetwork network, ParameterSet inputData )

Execute a complete calculation network using ParameterSet.
MIL SPEC compliant - explicit loops, no Linq, zero allocation where possible.
Returns empty array if network is null (exception-free design).
AUTOMATIC GPU ACCELERATION:
ExecutionEngine detects parallel workload and routes to optimal backend!

ExecutionHistory

struct

Execution history storage - parallel arrays instead of List
MIL SPEC: Fixed capacity, zero allocation during execution

Source: CoreExecutionEngine.cs

Constants and Fields

Count

int

Results

ExecutionResult[]

ExecutionNetwork

readonly struct

Execution network with fixed-size node and dependency arrays
Domain-agnostic structure for all calculation networks

Source: CoreExecutionEngine.cs

Constants and Fields

CreationDate

readonly DateTime

Description

readonly string

NetworkId

readonly int

NetworkName

readonly string

OutputParameters

readonly int[]

PrimaryDomain

readonly DomainType

RequiredInputs

readonly int[]

ExecutionResult

struct

Execution result using ParameterSet

Source: CoreExecutionEngine.cs

Constants and Fields

CalculationType

int

Domain

DomainType

ErrorMessage

string

ExecutionDurationMs

long

ExecutionTime

DateTime

IsSuccess

bool

NodeId

int

ResultData

ParameterSet

NetworkPatternInfo

struct

Network pattern information

Source: CoreExecutionEngine.cs

Constants and Fields

Domain

DomainType

Id

int

Name

string

NetworkResult

struct

Network result container - replaces dictionary results

Source: CoreExecutionEngine.cs

Constants and Fields

Count

int

ParameterIds

int[]

ParameterValues

object[]

NodeDependency

readonly struct

Node dependency structure - defines execution order relationships
MIL SPEC: Struct-based, zero allocation dependency graph

Source: CoreExecutionEngine.cs

Constants and Fields

ChildNodeId

readonly int

ExecutionType

readonly DependencyExecutionType

ParentNodeId

readonly int

ParameterSet

struct

Parameter set - replaces Dictionary with struct-based storage
Uses parallel arrays for key-value pairs, MIL-SPEC compliant

Source: CoreExecutionEngine.cs

Constants and Fields

Count

int

DomainId

int

ParameterIds

int[]

Values

object[]

GTOS.Primitives

GTBoundingBox

struct

Axis-aligned bounding box with float precision.
Use: Real-time collision detection, frustum culling, spatial partitioning

Source: GTOSPrimitives.cs

GTColor

struct

RGBA color with float precision (0.0-1.0 range per channel).
Use: Real-time rendering, UI, texture operations, particle systems
MIL-SPEC: Struct-based, zero-allocation, Unity-independent

Source: GTOSPrimitives.cs

Constants and Fields

A

float

B

float

G

float

R

float

GTColor32

struct

RGBA color with byte precision (0-255 range per channel).
Use: Pixel-perfect operations, textures, images, UI rendering, graphing APIs
MIL-SPEC: Struct-based, zero-allocation, Unity-independent, 4 bytes total

Source: GTOSPrimitives.cs

Constants and Fields

A

byte

B

byte

G

byte

R

byte

GTColorHDR

struct

HDR (High Dynamic Range) color with unclamped float precision.
Use: Atmospheric rendering, space lighting, sky systems, physically-based lighting
Values can exceed 1.0 for bright light sources (sun = 10.0+, stars, glowing objects)
MIL-SPEC: Struct-based, zero-allocation, Unity-independent
CRITICAL FOR REALISM:
- Sky can be 5-10x brighter than ground (proper exposure/bloom)
- Sun can be 100x+ brighter (realistic lens flares, eye adaptation)
- Stars in space have no upper limit (Sirius, supernovae)
- Enables proper tone mapping and exposure control

Source: GTOSPrimitives.cs

Constants and Fields

A

float

B

float

G

float

R

float

GTDBoundingBox

struct

Axis-aligned bounding box with double precision.
Use: BIM element bounds, large-scale GIS, astronomical object extents

Source: GTOSPrimitives.cs

GTDColor

struct

RGBA color with double precision.
Use: Scientific visualization, high-precision color calculations, HDR rendering

Source: GTOSPrimitives.cs

Constants and Fields

A

double

B

double

G

double

R

double

GTDDualQuaternion

struct

Dual quaternion (double precision) - for high-precision skeletal animation.
Use: Cinematic animation, robotics, precision IK solvers

Source: GTOSPrimitives.cs

GTDHyperCube

readonly struct

N-dimensional hypercube (double precision) for high-precision scientific computing.

Source: GTOSPrimitives.cs

Constants and Fields

Dimensions

readonly int

Max

readonly double[]

Min

readonly double[]

GTDOctonion

readonly struct

Octonion (double precision) - high-precision 8D hypercomplex number.

Source: GTOSPrimitives.cs

Constants and Fields

E0

readonly double

E1

readonly double

E2

readonly double

E3

readonly double

E4

readonly double

E5

readonly double

E6

readonly double

E7

readonly double

GTDQuad

struct

Quad primitive for double-precision vertex arrays.
Use: BIM surfaces, precision architectural geometry, GIS

Source: GTOSPrimitives.cs

GTDQuaternion

struct

Quaternion with double precision.
Use: Spacecraft orientation, astronomical calculations, precision robotics

Source: GTOSPrimitives.cs

Constants and Fields

W

double

X

double

Y

double

Z

double

GTDRotationMatrix3D

struct

3x3 rotation matrix using double precision for high-accuracy transformations.
Use: BIM coordinate transformations, scientific rotations, collision detection

Source: GTOSPrimitives.cs

GTDTriangle

struct

Triangle primitive for double-precision vertex arrays.
Use: BIM mesh processing, high-precision collision, scientific simulation

Source: GTOSPrimitives.cs

GTDualQuaternion

struct

Dual quaternion (float precision) - stores rotation + translation in 8 floats.
Use: Skinned mesh animation, bone transforms, character IK
REVOLUTIONARY: 63% smaller than 4x4 matrix, better interpolation, no matrix inverse storage!
Structure: q = real + ε * dual, where real = rotation, dual = 0.5 * translation * real
Extra channel: Can store bone priority, LOD factor, or blend weight in unused dual.w

Source: GTOSPrimitives.cs

Constants and Fields

DualX

float

DualY

float

DualZ

float

RealW

float

RealX

float

RealY

float

RealZ

float

GTDVector2

struct

2D vector with double precision.
Use: GIS coordinates, surveying, large-scale mapping, precision 2D CAD

Source: GTOSPrimitives.cs

Constants and Fields

X

double

Y

double

GTDVector3

struct

3D vector with double precision.
Use: BIM (mm-accuracy over km), outer space navigation, astronomical calculations, precision surveying

Source: GTOSPrimitives.cs

Constants and Fields

X

double

Y

double

Z

double

GTDVector4

readonly struct

4D vector (double precision) for high-precision spacetime coordinates.

Source: GTOSPrimitives.cs

Constants and Fields

W

readonly double

X

readonly double

Y

readonly double

Z

readonly double

GTHologramVolume

readonly struct

Holographic volume - 3D grid of holographic voxels.
Represents volumetric holographic display data.
Resolution determines voxel grid dimensions (e.g., 64x64x64).

Source: GTOSPrimitives.cs

Constants and Fields

BoundsMax

readonly GTVector3

BoundsMin

readonly GTVector3

ResolutionX

readonly int

ResolutionY

readonly int

ResolutionZ

readonly int

Voxels

readonly GTHologramVoxel[]

GTHologramVoxel

readonly struct

Holographic voxel for 3D volumetric displays.
Position in 3D space + RGBA color + intensity/brightness.
Used for holographic projections, volumetric rendering, light field displays.

Source: GTOSPrimitives.cs

Constants and Fields

A

readonly float

B

readonly float

G

readonly float

Intensity

readonly float

Phase

readonly float

Position

readonly GTVector3

R

readonly float

GTHyperCube

readonly struct

N-dimensional hypercube (generalized AABB).
Min/Max arrays define bounds in arbitrary dimensions.
Useful for high-dimensional optimization, ML feature spaces, scientific computing.

Source: GTOSPrimitives.cs

Constants and Fields

Dimensions

readonly int

Max

readonly float[]

Min

readonly float[]

GTMatrix4x4

struct

GTMatrix4x4 - 4x4 matrix for 3D transformations
MIL-SPEC: struct, zero allocation, deterministic
Uses M00-M33 indexing (zero-based)

Source: GTOSPrimitives.cs

GTMatrix5x5

struct

GTMatrix5x5 - 5x5 matrix for 5D transformations
MIL-SPEC: struct, zero allocation, deterministic
Uses M00-M44 indexing (zero-based)
USE CASES:
- 5D spacetime transformations (4D space + time)
- Conformal transformations in 4D
- UNLOCK 5th-dimensional operations (quintessence)
- Extended Lorentz transformations

Source: GTOSPrimitives.cs

GTMatrix6x6

struct

GTMatrix6x6 - 6x6 matrix for 6D transformations
MIL-SPEC: struct, zero allocation, deterministic
Uses M00-M55 indexing (zero-based)
USE CASES:
- Magic Square of the Sun operations (6×6 grid, sum = 666)
- Dual quaternion transformation matrices (screw motions)
- 6D phase space transformations (position + momentum)
- UNLOCK 6-edge tetrahedral operations (6 edges × 111 flow = 666)
- Plucker coordinates for line geometry

Source: GTOSPrimitives.cs

GTOctonion

readonly struct

Octonion (float precision) - 8-dimensional hypercomplex number.
Used for advanced rotations beyond quaternions, string theory, exceptional Lie groups.
Components: e0 (real), e1-e7 (imaginary units).

Source: GTOSPrimitives.cs

Constants and Fields

E0

readonly float

E1

readonly float

E2

readonly float

E3

readonly float

E4

readonly float

E5

readonly float

E6

readonly float

E7

readonly float

GTQuad

struct

Quad primitive defined by four vertex indices.
Use: Mesh topology, architectural surfaces, UV mapping (float vertex arrays)

Source: GTOSPrimitives.cs

GTQuantumRegister

readonly struct

Multi-qubit quantum state (up to 8 qubits = 256 basis states).
For quantum computing simulation with superposition and entanglement.

Source: GTOSPrimitives.cs

Constants and Fields

QubitCount

readonly int

States

readonly GTQuantumState[]

GTQuantumState

readonly struct

Quantum state vector for quantum computing simulation.
Represents a qubit or multi-qubit state with complex amplitude (Real + Imaginary).
Normalized: |Real|^2 + |Imaginary|^2 = 1
Phase represents quantum phase angle (radians).

Source: GTOSPrimitives.cs

Constants and Fields

Imaginary

readonly float

Phase

readonly float

Real

readonly float

GTQuaternion

struct

Quaternion with float precision.
Use: Real-time 3D rotations, game cameras, VR/AR orientation, skeletal animation

Source: GTOSPrimitives.cs

Constants and Fields

W

float

GTTriangle

struct

Triangle primitive defined by three vertex indices.
Use: Mesh topology, collision detection, rendering (float vertex arrays)

Source: GTOSPrimitives.cs

GTVector2

struct

2D vector with float precision.
Use: Real-time 2D graphics, UI, textures, screen-space calculations
Unity-compatible API for ergonomic usage

Source: GTOSPrimitives.cs

Constants and Fields

X

float

Y

float

GTVector3

struct

3D vector with float precision.
Use: Real-time 3D graphics, physics, game logic, VR/AR, SILVIA3D visualization
Unity-compatible API for ergonomic usage

Source: GTOSPrimitives.cs

Constants and Fields

X

float

Y

float

Z

float

GTVector4

readonly struct

4D vector (float precision) for spacetime coordinates, homogeneous coordinates, quaternion operations.
(X, Y, Z, W) where W is typically time or homogeneous coordinate.

Source: GTOSPrimitives.cs

Constants and Fields

W

readonly float

X

readonly float

Y

readonly float

Z

readonly float


Generated from GTOS Savants source -- 2026-03-22

SILVIA is a registered Trademark of Cognitive Code Corp.