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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

