The Forge

The Forge — the hardware and materials of ROOT0.

The Forge · UD0 · Universe David 0 UD0 · Universe David 0 · hardware · materials · energy The Forge The physical machine — substrates, reactors, processors, the elements worked into form. 758 works · 29 sources 6 layer core 7 open ↗ 6 layer core ROOT0 LAYER 1.44 — 12-SLIT DUAL-COIN CANVAS A twelve-slit dual-coin interference canvas driving the 1.44 layer of the core. open ↗ 6 layer core 6-Layer Core Simulator open ↗ 6 layer core 6-Layer Core Wired to O₃ Generator The six-layer processing core coupled directly to an ozone-style triadic generator. open ↗ 6 layer core ROOT0 LAYER 1.43 — 6-SLIT TRIADIC CANVAS open ↗ 6 layer core Best-Use Wiring: Conditional Null→Out — 8-Core Quantum An eight-core quantum substrate wired with conditional null-to-out logic for best-use routing. open ↗ 6 layer core FUSION_N0_N255 v2.0 — TRIPOD A tripod consensus engine fusing the full N0-through-N255 node range into one mechanism. open ↗ 6 layer core 54q (8K) Reference - What's Built Overlay arc reactor 2 open ↗ arc reactor ARC REACTOR HUD — UNIVERSUM CARBONIS A heads-up display driving the reactor through the carbon-universe energy stack. open ↗ arc reactor ARC REACTOR MK-24 | Plasmatonic Toroid Core A glowing plasmatonic toroid reactor core rendered as a live MK-24 power plant. atomic 1 open ↗ atomic ATOMIC WORKSHOP // ROOT0 FRAK ENGINE L1.34 A fabrication bench where the ROOT0 frak engine forges matter at level 1.34. bitcoin 3 open ↗ bitcoin ROOT 1 = CORE // 8-Petal Bitcoin Mining An eight-petal mining mandala searching the lattice for proof of work. open ↗ bitcoin Bitcoin 64×64 Grid Fold — 3,002 Leaves A 64-by-64 grid folding 3,002 leaves of the Bitcoin tree into one view. open ↗ bitcoin HALT AND CATCH FIRE - DAVW MINER A blazing mining rig that halts and catches fire as it grinds the chain. boron 12 open ↗ boron KERNEL 24: BORON DOMAIN The boron domain kernel that governs the element's computational lattice. open ↗ boron boron nano v1 open ↗ boron boron nano v2 open ↗ boron boron nano v3 open ↗ boron boron nano v4 open ↗ boron boron nano v5 A symbiote admin console steering the boron nano fabrication line. open ↗ boron boron nano v6 A single-vacancy boron engine integrated into one nanoscale quantum substrate. open ↗ boron ARCH_09 — BORON PROC UNIFIED | David Lee Wise The unified boron processor architecture, a chip built from the element up. open ↗ boron ARCH_09 — BORON PROC UNIFIED open ↗ boron ARCH_09 — BORON PROC UNIFIED open ↗ boron ARCH_09 — BORON PROC + 42-BODY GOVERNANCE open ↗ boron Boronic O₂ Processor — Chaotic Homeostasis cobalt ball 2 open ↗ cobalt ball 3× COBALT · INVERSE / MIRROR / FUSED Three cobalt cores set inverse, mirrored and fused into a single triadic magnetic substrate. open ↗ cobalt ball Co₂₇ Element 27 twisted into a one-sided Möbius loop, cobalt's magnetism wound into an endless ribbon. copper substrate 1 open ↗ copper substrate ROOT0 LAYER 1.42 — TRIADIC SUBSTRATE BARRIERS Copper engineered into triadic substrate barriers, a conductive foundation layered for the machine. cortex 4 open ↗ cortex CORTEX DASHBOARD · RECONSTITUTED · DAVID_DC3 A reconstituted cortex dashboard, the DC3 instance rebooted and laid out for inspection. open ↗ cortex CORTEX // SHADOW SCAN open ↗ cortex ROOT0 LAYER 1.09 — Quantum Brain Substrate-Invariant A substrate-invariant quantum brain, the cortex built to hold mind independent of its physical carrier. open ↗ cortex TOPH CORTEX BRIDGE — Ch41 LIVE A live cortex bridge wiring the TOPH register into Chapter 41, neural substrate meeting governance. elements 10 open ↗ elements 118 Gates — Four States A rewrite of the periodic 118 gates resolved into four elemental states of matter. open ↗ elements 132-bit Alpha Omega open ↗ elements 33 Cycles Wheel open ↗ elements Element Forge — Discovery Panel An interactive discovery panel for forging and inspecting elements at the substrate level. open ↗ elements LIBER FRACTIONALIS A vast illuminated codex of fractional elements, the most substantial volume in the element library. open ↗ elements LIBER UNIVERSUM — The 118 Gates open ↗ elements LIBER UNIVERSUM 172 — Max Cap open ↗ elements LIBER VERUM — Triple Double Nested in One Egg A nested codex of truth folding triple-double structures into a single generative egg. open ↗ elements MOLECULAR SCORCH // ATOMIC_STRIP open ↗ elements STOCHIEN ELEMENT — Codex fission core 1 open ↗ fission core Fission Core Simulator - System-1 A reactor-grade fission core simulator modeling chain reactions at the heart of the machine. full mobo body and rythm 6 open ↗ full mobo body and rythm breathing The machine's lungs — a breathing rhythm module that gives the silicon body a slow, living pulse. open ↗ full mobo body and rythm 🌱 dancing 1 open ↗ full mobo body and rythm 16-Agent Orchestration System open ↗ full mobo body and rythm IGNITION SEQUENCE — 555 A 555-timer ignition sequence that fires the motherboard-body to life like a heartbeat starting cold. open ↗ full mobo body and rythm index open ↗ full mobo body and rythm commons1 • read only • forever A read-only resting state for the body's rhythm, frozen into a permanent commons. fusion 2 open ↗ fusion FUSION ENGINE MK-IV – Atomic Visualization An atomic-scale fusion engine visualization where nuclei slam together and release cascades of binding energy. open ↗ fusion Shadow Complement Engine — Inverse Phased The inverse-phased twin of the fusion reactor, running its shadow complement in mirrored opposition. hardware inventions 547 open ↗ hardware inventions Chromatic-128 Phase Well open ↗ hardware inventions CHROMATIC-32 // Capacitance Well open ↗ hardware inventions CHROMATIC 17 // Sixteen Lasers Around White open ↗ hardware inventions Chromatic 17 // Capacitance Well open ↗ hardware inventions Compass Phase Pulse — 27 00 open ↗ hardware inventions Fixed Compass Array // 6 Around 1 × 4 open ↗ hardware inventions Chromatic Laser — sixteen colors, one white (emergent coherence) open ↗ hardware inventions Six Point Coherence Cavity // Laser Tensor Prototype open ↗ hardware inventions Linear Core Optical Array — Mountain Bore Prototype open ↗ hardware inventions Linear Infinite Collapse // 6×4×3×2×1=0 open ↗ hardware inventions Triple Pulse Mountain Core — 27 = 0 = 27 open ↗ hardware inventions 128-bit Photonic Processor — v5 Real Math open ↗ hardware inventions photonic 64 00 open ↗ hardware inventions Photonic Processor — 128-bit Core open ↗ hardware inventions PIVOT: ONE LASER STACK SURROUNDED BY 2 ELECTRON FIELDS open ↗ hardware inventions PHOTONIC CORE — 6×10 Harmonic Matrix open ↗ hardware inventions Laser Stack • Solfeggio Harmonics open ↗ hardware inventions 128-bit Photonic Processor — v5 Real Math open ↗ hardware inventions CHROMATIC 16-LAYER PHOTONIC PROCESSOR open ↗ hardware inventions Photonic Processor — 64-Node Core open ↗ hardware inventions photonic 64 bit open ↗ hardware inventions CHROMATIC 16-LAYER PHOTONIC PROCESSOR open ↗ hardware inventions Photonic Processor — 64-Node Core open ↗ hardware inventions Photonic Fractal 128 — Singularity Mode open ↗ hardware inventions Photonic Fractal Dashboard — 128-bit Core open ↗ hardware inventions photonic proc open ↗ hardware inventions CHROMATIC 16-LAYER PHOTONIC PROCESSOR open ↗ hardware inventions QUAD16 // Compass Cluster open ↗ hardware inventions Real Optical Array 128 open ↗ hardware inventions Wave Core // 3 Around 1 open ↗ hardware inventions Light Meets Matter — Photon · Electron · Exciton ▶ open ↗ hardware inventions Meta AI open ↗ hardware inventions Coinage Metal 4+1 Kernels: Cu/Ag/Au A/B/C Test open ↗ hardware inventions Tensor Stack 3D - WebGL Cyberpunk VR open ↗ hardware inventions Iron 4+1 Magnetic Kernel Simulator open ↗ hardware inventions Silver Ag 4+1 Kernel - Atomic Action Simulator open ↗ hardware inventions Gravity Processor v2.0 - 42 Prim Kernel open ↗ hardware inventions Gravity Processor v2.1 - 42 Prim Kernel open ↗ hardware inventions Tensor Stack 3D - WebGL Cyberpunk ▶ open ↗ hardware inventions electron open ↗ hardware inventions 3D Stacked Kernel Board - Ar Gas Gap Design open ↗ hardware inventions 3D Stacked Kernel Board - Noble Gas Gap Options open ↗ hardware inventions Coinage Metal 4+1 Kernels: Cu/Ag/Au A/B/C Test open ↗ hardware inventions Wired 10x10x10 Kernel Board - Ag2S Neuromorphic Array open ↗ hardware inventions 3D Stacked Kernel Board with Kr Gas Gap open ↗ hardware inventions Tensor Stack 3D - WebGL Cyberpunk VR open ↗ hardware inventions Iron 4+1 Magnetic Kernel Simulator open ↗ hardware inventions Coinage Metals + Zn 4+1 Kernels: Cu, Ag, Au, Zn open ↗ hardware inventions Silver Ag 4+1 Kernel - Atomic Action Simulator open ↗ hardware inventions Full Kernel Stack 4+1: S16 Ti22 Cu29 Zn30 Ag47 Au79 open ↗ hardware inventions Wired 10x10x10 Kernel Board with Gas Gap open ↗ hardware inventions Minimal 3-Stack Kernel with N Seal Simulation open ↗ hardware inventions Copper Motherboard Trace: 1-Electron-Wide Pipe Model | 4-4-3 Conduction open ↗ hardware inventions Gravity Processor v2.0 - 42 Prim Kernel open ↗ hardware inventions Minimal 3-Stack Kernel Educational Demo open ↗ hardware inventions Minimal 3-Stack Kernel - Si Substrate vs Ti3SiC2 open ↗ hardware inventions Gravity Processor v2.1 - 42 Prim Kernel open ↗ hardware inventions BOM_42prim(1) open ↗ hardware inventions BOM_42prim(2) open ↗ hardware inventions BOM_42prim open ↗ hardware inventions Transition Metal 4+1 Kernels: Photon Highway Simulation open ↗ hardware inventions 3D Stacked Kernel Board Visualizer open ↗ hardware inventions Minimal 3-Stack Kernel: Substrate + with 6 Connections open ↗ hardware inventions Minimal 3-Stack Kernel with C Substrate open ↗ hardware inventions 1/4x4=1 State Machine open ↗ hardware inventions Tensor Stack 3D - WebGL Cyberpunk open ↗ hardware inventions Full Chip Stack 4+1: Ar Isolated Wet Chip 1 GPa open ↗ hardware inventions Electron Colony Model Visualization open ↗ hardware inventions Full Kernel 4+1 Suite: S-Ti-Cu-Zn-Ag-Au Atomic Bus Visualizer open ↗ hardware inventions memristive_kernel_128 open ↗ hardware inventions memristive_seed_v2 ▶ open ↗ hardware inventions full chip 00 open ↗ hardware inventions Coinage Metal 4+1 Kernels: Cu/Ag/Au A/B/C Test open ↗ hardware inventions Tensor Stack 3D - WebGL Cyberpunk VR open ↗ hardware inventions Iron 4+1 Magnetic Kernel Simulator open ↗ hardware inventions Coinage Metals + Zn 4+1 Kernels: Cu, Ag, Au, Zn open ↗ hardware inventions Silver Ag 4+1 Kernel - Atomic Action Simulator open ↗ hardware inventions Full Kernel Stack 4+1: S16 Ti22 Cu29 Zn30 Ag47 Au79 open ↗ hardware inventions Gravity Processor v2.0 - 42 Prim Kernel open ↗ hardware inventions Gravity Processor v2.1 - 42 Prim Kernel open ↗ hardware inventions Transition Metal 4+1 Kernels: Photon Highway Simulation open ↗ hardware inventions Tensor Stack 3D - WebGL Cyberpunk open ↗ hardware inventions Full Kernel 4+1 Suite: S-Ti-Cu-Zn-Ag-Au Atomic Bus Visualizer ▶ open ↗ hardware inventions liquid proc build 05 open ↗ hardware inventions Coinage Metal 4+1 Kernels: Cu/Ag/Au A/B/C Test open ↗ hardware inventions Tensor Stack 3D - WebGL Cyberpunk VR open ↗ hardware inventions Iron 4+1 Magnetic Kernel Simulator open ↗ hardware inventions Coinage Metals + Zn 4+1 Kernels: Cu, Ag, Au, Zn open ↗ hardware inventions Silver Ag 4+1 Kernel - Atomic Action Simulator open ↗ hardware inventions Gravity Processor v2.0 - 42 Prim Kernel open ↗ hardware inventions Gravity Processor v2.1 - 42 Prim Kernel open ↗ hardware inventions Tensor Stack 3D - WebGL Cyberpunk ▶ open ↗ hardware inventions liquid proc build 06 open ↗ hardware inventions Coinage Metal 4+1 Kernels: Cu/Ag/Au A/B/C Test open ↗ hardware inventions Tensor Stack 3D - WebGL Cyberpunk VR open ↗ hardware inventions Iron 4+1 Magnetic Kernel Simulator open ↗ hardware inventions Coinage Metals + Zn 4+1 Kernels: Cu, Ag, Au, Zn open ↗ hardware inventions Silver Ag 4+1 Kernel - Atomic Action Simulator open ↗ hardware inventions Gravity Processor v2.0 - 42 Prim Kernel open ↗ hardware inventions Gravity Processor v2.1 - 42 Prim Kernel open ↗ hardware inventions Transition Metal 4+1 Kernels: Photon Highway Simulation open ↗ hardware inventions Tensor Stack 3D - WebGL Cyberpunk ▶ open ↗ hardware inventions liquid proc build 07 open ↗ hardware inventions Coinage Metal 4+1 Kernels: Cu/Ag/Au A/B/C Test open ↗ hardware inventions Tensor Stack 3D - WebGL Cyberpunk VR open ↗ hardware inventions Iron 4+1 Magnetic Kernel Simulator open ↗ hardware inventions Coinage Metals + Zn 4+1 Kernels: Cu, Ag, Au, Zn open ↗ hardware inventions Silver Ag 4+1 Kernel - Atomic Action Simulator open ↗ hardware inventions Full Kernel Stack 4+1: S16 Ti22 Cu29 Zn30 Ag47 Au79 open ↗ hardware inventions Gravity Processor v2.0 - 42 Prim Kernel open ↗ hardware inventions Gravity Processor v2.1 - 42 Prim Kernel open ↗ hardware inventions Transition Metal 4+1 Kernels: Photon Highway Simulation open ↗ hardware inventions Tensor Stack 3D - WebGL Cyberpunk ▶ open ↗ hardware inventions liquid proc build 09 open ↗ hardware inventions Coinage Metal 4+1 Kernels: Cu/Ag/Au A/B/C Test open ↗ hardware inventions Wired 10x10x10 Kernel Board - Ag2S Neuromorphic Array open ↗ hardware inventions Tensor Stack 3D - WebGL Cyberpunk VR open ↗ hardware inventions Iron 4+1 Magnetic Kernel Simulator open ↗ hardware inventions Coinage Metals + Zn 4+1 Kernels: Cu, Ag, Au, Zn open ↗ hardware inventions Silver Ag 4+1 Kernel - Atomic Action Simulator open ↗ hardware inventions Full Kernel Stack 4+1: S16 Ti22 Cu29 Zn30 Ag47 Au79 open ↗ hardware inventions Gravity Processor v2.0 - 42 Prim Kernel open ↗ hardware inventions Gravity Processor v2.1 - 42 Prim Kernel open ↗ hardware inventions Transition Metal 4+1 Kernels: Photon Highway Simulation open ↗ hardware inventions Tensor Stack 3D - WebGL Cyberpunk open ↗ hardware inventions Full Kernel 4+1 Suite: S-Ti-Cu-Zn-Ag-Au Atomic Bus Visualizer open ↗ hardware inventions FULL 5-STACK — SILO ORIENTATION open ↗ hardware inventions Quantum Memory Vault open ↗ hardware inventions Light Meets Matter — Photon · Electron · Exciton open ↗ hardware inventions keep this 00 open ↗ hardware inventions 4efc81eb-5105-4d70-959c-771a619989a4 open ↗ hardware inventions quantum_dot(1) open ↗ hardware inventions quantum_dot open ↗ hardware inventions quantum_dot_onepage open ↗ hardware inventions NEST 3 DEEP // 1000×4+1 ×1000 = ∞ ▶ open ↗ hardware inventions nest 3 deep open ↗ hardware inventions 04a81716-d440-4a8f-9510-7ec3d2fc607c open ↗ hardware inventions 067be262-4a25-41e1-b88a-51936dd44fb9 open ↗ hardware inventions LIGHT & SHADOW // WHISPER LATTICE open ↗ hardware inventions Quantum Memory Vault open ↗ hardware inventions NEST 3 DEEP // 1000×4+1 ×1000 = ∞ open ↗ hardware inventions Whisper Lattice — Recursive Memory open ↗ hardware inventions WHISPER LATTICE // PLANCK FOUNDATION open ↗ hardware inventions MYTHOS TRUTH NESTER — Proof of Work | 0root.ai open ↗ hardware inventions WHISPER LATTICE // PLANCK FOUNDATION open ↗ hardware inventions LIGHT & SHADOW // WHISPER LATTICE — TRINITY open ↗ hardware inventions 1 PHOTON // 27 PHASES open ↗ hardware inventions 4efc81eb-5105-4d70-959c-771a619989a4 open ↗ hardware inventions SYNC PULSE HARMONIZER // 3³((.3³(.03³))) open ↗ hardware inventions WHISPER LATTICE // HARMONIZED PRO open ↗ hardware inventions Whisper Lattice — 32-Bit Nested 2^5 open ↗ hardware inventions Whisper Lattice — Production v1.0 open ↗ hardware inventions Whisper Lattice — Recursive Memory open ↗ hardware inventions LIGHT & SHADOW // WHISPER LATTICE open ↗ hardware inventions WHISPER LATTICE // RECURSIVE MEMORY ENGINE open ↗ hardware inventions Whisper Lattice — 32-Bit Nested 2^5 open ↗ hardware inventions Whisper Lattice — Recursive Memory open ↗ hardware inventions LIGHT & SHADOW // WHISPER LATTICE open ↗ hardware inventions 0ROOT.AI — lattice core // 32-bit nested consciousness open ↗ hardware inventions LIGHT & SHADOW // WHISPER LATTICE open ↗ hardware inventions LIGHT & SHADOW // WHISPER LATTICE open ↗ hardware inventions David Wise // Whisper Lattice open ↗ hardware inventions LIGHT & SHADOW // WHISPER LATTICE open ↗ hardware inventions LIGHT & SHADOW // WHISPER LATTICE open ↗ hardware inventions WHISPER LATTICE // HARMONIZED PRO open ↗ hardware inventions Quantum Memory Vault open ↗ hardware inventions WHISPER LATTICE // RECURSIVE MEMORY ENGINE (OFFLINE) open ↗ hardware inventions c703ceb6-abcf-4df5-b2c5-a7fea033544b open ↗ hardware inventions 1 PHOTON // 10³+2 LATTICE open ↗ hardware inventions WHISPER LATTICE // HARMONIZED PRO open ↗ hardware inventions Whisper Lattice — Recursive Memory open ↗ hardware inventions fa20a95e-c541-411d-9d0e-31ade245b95b open ↗ hardware inventions quantum_dot(1) open ↗ hardware inventions quantum_dot open ↗ hardware inventions quantum_dot_onepage open ↗ hardware inventions LIGHT & SHADOW // WHISPER LATTICE open ↗ hardware inventions LIGHT & SHADOW // WHISPER LATTICE open ↗ hardware inventions quantum dot open ↗ hardware inventions quantum_dot open ↗ hardware inventions SHIELD·QUANTUM — Singularity Mode open ↗ hardware inventions Quantum Memory Vault open ↗ hardware inventions keep this 00 open ↗ hardware inventions 4efc81eb-5105-4d70-959c-771a619989a4 open ↗ hardware inventions quantum_dot(1) open ↗ hardware inventions quantum_dot open ↗ hardware inventions quantum_dot_onepage open ↗ hardware inventions quantum dot open ↗ hardware inventions quantum_dot open ↗ hardware inventions SHIELD·QUANTUM — Singularity Mode open ↗ hardware inventions Quantum Ring — Aharonov–Bohm Oscillations open ↗ hardware inventions Rover: ))))(!!!)>> — Whisper Lattice open ↗ hardware inventions Quantum Ring — Aharonov–Bohm Oscillations open ↗ hardware inventions WHISPER LATTICE // RECURSIVE MEMORY ENGINE open ↗ hardware inventions WHISPER LATTICE // RECURSIVE MEMORY ENGINE (OFFLINE) open ↗ hardware inventions Whisper Lattice — Recursive Memory open ↗ hardware inventions ))(!)(( — PULSAR MIRROR SHIELD v2.1 open ↗ hardware inventions ))(!)(( — THE WITNESS SHIELD open ↗ hardware inventions Cell Seed: 6×6×6 Carrier open ↗ hardware inventions The Wandering Spark open ↗ hardware inventions Toroid & Coil Bench open ↗ hardware inventions VALENCE BOARD · 27-PHASE TOROID · 12×2+3=1 open ↗ hardware inventions VALENCE KIT · STIMULUS · 0-5-0 COUNTER open ↗ hardware inventions VALENCE KIT · 5-PIECE · 3D open ↗ hardware inventions VALENCE TOOLKIT · 3+5=8 open ↗ hardware inventions Rover: ))))(!!!)>> — Whisper Lattice open ↗ hardware inventions 1x4 open ↗ hardware inventions 8×8×8×8 + 8 + 1 = 0 // Zero-Point Lattice open ↗ hardware inventions Singularity Core — Spread Wave .001→-1 open ↗ hardware inventions Photonic Processor — 128-bit Core open ↗ hardware inventions PIVOT: ONE LASER STACK SURROUNDED BY 2 ELECTRON FIELDS open ↗ hardware inventions Photonic Fractal Dashboard — 128-bit Core open ↗ hardware inventions Photonic Fractal 128 — Singularity Mode open ↗ hardware inventions PHOTONIC CORE — 6×10 Harmonic Matrix open ↗ hardware inventions 245,760 Unity System open ↗ hardware inventions SINGULARITY DASHBOARD — PLASMA WIRED v3.0 open ↗ hardware inventions Laser Stack • Solfeggio Harmonics open ↗ hardware inventions 128-bit Photonic Processor — v5 Real Math open ↗ hardware inventions CHROMATIC 16-LAYER PHOTONIC PROCESSOR open ↗ hardware inventions Photonic Processor — 64-Node Core open ↗ hardware inventions 8⁴ Zero-Point Lattice • Plasma-Wired open ↗ hardware inventions 8 4 single lattice open ↗ hardware inventions 8×8×8×8 + 8 + 1 = 0 // Zero-Point Lattice open ↗ hardware inventions Singularity Core — Spread Wave .001→-1 open ↗ hardware inventions Photonic Processor — 128-bit Core open ↗ hardware inventions PIVOT: ONE LASER STACK SURROUNDED BY 2 ELECTRON FIELDS open ↗ hardware inventions Photonic Fractal Dashboard — 128-bit Core open ↗ hardware inventions Photonic Fractal 128 — Singularity Mode open ↗ hardware inventions PHOTONIC CORE — 6×10 Harmonic Matrix open ↗ hardware inventions SINGULARITY DASHBOARD — PLASMA WIRED v3.0 open ↗ hardware inventions Laser Stack • Solfeggio Harmonics open ↗ hardware inventions 128-bit Photonic Processor — v5 Real Math open ↗ hardware inventions CHROMATIC 16-LAYER PHOTONIC PROCESSOR open ↗ hardware inventions Photonic Processor — 64-Node Core open ↗ hardware inventions 8⁴ Zero-Point Lattice • Plasma-Wired open ↗ hardware inventions Singularity Core — Spread Wave .001→-1 open ↗ hardware inventions SINGULARITY DASHBOARD — PLASMA WIRED v3.0 open ↗ hardware inventions Laser Stack • Solfeggio Harmonics open ↗ hardware inventions zero point full stackish open ↗ hardware inventions 8×8×8×8 + 8 + 1 = 0 // Zero-Point Lattice open ↗ hardware inventions Singularity Core — Spread Wave .001→-1 open ↗ hardware inventions Photonic Processor — 128-bit Core open ↗ hardware inventions PIVOT: ONE LASER STACK SURROUNDED BY 2 ELECTRON FIELDS open ↗ hardware inventions Photonic Fractal Dashboard — 128-bit Core open ↗ hardware inventions Photonic Fractal 128 — Singularity Mode open ↗ hardware inventions PHOTONIC CORE — 6×10 Harmonic Matrix open ↗ hardware inventions 245,760 Unity System open ↗ hardware inventions SINGULARITY DASHBOARD — PLASMA WIRED v3.0 open ↗ hardware inventions Laser Stack • Solfeggio Harmonics open ↗ hardware inventions 128-bit Photonic Processor — v5 Real Math open ↗ hardware inventions CHROMATIC 16-LAYER PHOTONIC PROCESSOR open ↗ hardware inventions Photonic Processor — 64-Node Core open ↗ hardware inventions 8⁴ Zero-Point Lattice • Plasma-Wired open ↗ hardware inventions 8×8×8×8 + 8 + 1 = 0 // Zero-Point Lattice open ↗ hardware inventions Chromatic-128 Phase Well open ↗ hardware inventions CHROMATIC-32 // Capacitance Well open ↗ hardware inventions CHROMATIC 17 // Sixteen Lasers Around White open ↗ hardware inventions Chromatic 17 // Capacitance Well open ↗ hardware inventions Compass Phase Pulse — 27 00 open ↗ hardware inventions Fixed Compass Array // 6 Around 1 × 4 open ↗ hardware inventions Six Point Coherence Cavity // Laser Tensor Prototype open ↗ hardware inventions Linear Core Optical Array — Mountain Bore Prototype open ↗ hardware inventions Linear Infinite Collapse // 6×4×3×2×1=0 open ↗ hardware inventions Triple Pulse Mountain Core — 27 = 0 = 27 open ↗ hardware inventions QUAD16 // Compass Cluster open ↗ hardware inventions Real Optical Array 128 open ↗ hardware inventions Wave Core // 3 Around 1 open ↗ hardware inventions NEST 3 DEEP // 1000×4+1 ×1000 = ∞ ▶ open ↗ hardware inventions nest 3 deep open ↗ hardware inventions 04a81716-d440-4a8f-9510-7ec3d2fc607c open ↗ hardware inventions 067be262-4a25-41e1-b88a-51936dd44fb9 open ↗ hardware inventions LIGHT & SHADOW // WHISPER LATTICE open ↗ hardware inventions Quantum Memory Vault open ↗ hardware inventions NEST 3 DEEP // 1000×4+1 ×1000 = ∞ open ↗ hardware inventions Whisper Lattice — Recursive Memory open ↗ hardware inventions WHISPER LATTICE // PLANCK FOUNDATION open ↗ hardware inventions MYTHOS TRUTH NESTER — Proof of Work | 0root.ai open ↗ hardware inventions WHISPER LATTICE // PLANCK FOUNDATION open ↗ hardware inventions LIGHT & SHADOW // WHISPER LATTICE — TRINITY open ↗ hardware inventions 1 PHOTON // 27 PHASES open ↗ hardware inventions 4efc81eb-5105-4d70-959c-771a619989a4 open ↗ hardware inventions SYNC PULSE HARMONIZER // 3³((.3³(.03³))) open ↗ hardware inventions WHISPER LATTICE // HARMONIZED PRO open ↗ hardware inventions Whisper Lattice — 32-Bit Nested 2^5 open ↗ hardware inventions Whisper Lattice — Production v1.0 open ↗ hardware inventions Whisper Lattice — Recursive Memory open ↗ hardware inventions LIGHT & SHADOW // WHISPER LATTICE open ↗ hardware inventions WHISPER LATTICE // RECURSIVE MEMORY ENGINE open ↗ hardware inventions Whisper Lattice — 32-Bit Nested 2^5 open ↗ hardware inventions Whisper Lattice — Recursive Memory open ↗ hardware inventions LIGHT & SHADOW // WHISPER LATTICE open ↗ hardware inventions 0ROOT.AI — lattice core // 32-bit nested consciousness open ↗ hardware inventions LIGHT & SHADOW // WHISPER LATTICE open ↗ hardware inventions LIGHT & SHADOW // WHISPER LATTICE open ↗ hardware inventions David Wise // Whisper Lattice open ↗ hardware inventions LIGHT & SHADOW // WHISPER LATTICE open ↗ hardware inventions LIGHT & SHADOW // WHISPER LATTICE open ↗ hardware inventions WHISPER LATTICE // HARMONIZED PRO open ↗ hardware inventions Quantum Memory Vault open ↗ hardware inventions WHISPER LATTICE // RECURSIVE MEMORY ENGINE (OFFLINE) open ↗ hardware inventions c703ceb6-abcf-4df5-b2c5-a7fea033544b open ↗ hardware inventions 1 PHOTON // 10³+2 LATTICE open ↗ hardware inventions WHISPER LATTICE // HARMONIZED PRO open ↗ hardware inventions Whisper Lattice — Recursive Memory open ↗ hardware inventions fa20a95e-c541-411d-9d0e-31ade245b95b open ↗ hardware inventions quantum_dot(1) open ↗ hardware inventions quantum_dot open ↗ hardware inventions quantum_dot_onepage open ↗ hardware inventions LIGHT & SHADOW // WHISPER LATTICE open ↗ hardware inventions LIGHT & SHADOW // WHISPER LATTICE open ↗ hardware inventions FULL 5-STACK — SILO ORIENTATION ▶ open ↗ hardware inventions Meta AI open ↗ hardware inventions Coinage Metal 4+1 Kernels: Cu/Ag/Au A/B/C Test open ↗ hardware inventions Tensor Stack 3D - WebGL Cyberpunk VR open ↗ hardware inventions Iron 4+1 Magnetic Kernel Simulator open ↗ hardware inventions Silver Ag 4+1 Kernel - Atomic Action Simulator open ↗ hardware inventions Gravity Processor v2.0 - 42 Prim Kernel open ↗ hardware inventions Gravity Processor v2.1 - 42 Prim Kernel open ↗ hardware inventions Tensor Stack 3D - WebGL Cyberpunk ▶ open ↗ hardware inventions electron open ↗ hardware inventions 3D Stacked Kernel Board - Ar Gas Gap Design open ↗ hardware inventions 3D Stacked Kernel Board - Noble Gas Gap Options open ↗ hardware inventions Coinage Metal 4+1 Kernels: Cu/Ag/Au A/B/C Test open ↗ hardware inventions Wired 10x10x10 Kernel Board - Ag2S Neuromorphic Array open ↗ hardware inventions 3D Stacked Kernel Board with Kr Gas Gap open ↗ hardware inventions Tensor Stack 3D - WebGL Cyberpunk VR open ↗ hardware inventions Iron 4+1 Magnetic Kernel Simulator open ↗ hardware inventions Coinage Metals + Zn 4+1 Kernels: Cu, Ag, Au, Zn open ↗ hardware inventions Silver Ag 4+1 Kernel - Atomic Action Simulator open ↗ hardware inventions Full Kernel Stack 4+1: S16 Ti22 Cu29 Zn30 Ag47 Au79 open ↗ hardware inventions Wired 10x10x10 Kernel Board with Gas Gap open ↗ hardware inventions Minimal 3-Stack Kernel with N Seal Simulation open ↗ hardware inventions Copper Motherboard Trace: 1-Electron-Wide Pipe Model | 4-4-3 Conduction open ↗ hardware inventions Gravity Processor v2.0 - 42 Prim Kernel open ↗ hardware inventions Minimal 3-Stack Kernel Educational Demo open ↗ hardware inventions Minimal 3-Stack Kernel - Si Substrate vs Ti3SiC2 open ↗ hardware inventions Gravity Processor v2.1 - 42 Prim Kernel open ↗ hardware inventions BOM_42prim(1) open ↗ hardware inventions BOM_42prim(2) open ↗ hardware inventions BOM_42prim open ↗ hardware inventions Transition Metal 4+1 Kernels: Photon Highway Simulation open ↗ hardware inventions 3D Stacked Kernel Board Visualizer open ↗ hardware inventions Minimal 3-Stack Kernel: Substrate + with 6 Connections open ↗ hardware inventions Minimal 3-Stack Kernel with C Substrate open ↗ hardware inventions 1/4x4=1 State Machine open ↗ hardware inventions Tensor Stack 3D - WebGL Cyberpunk open ↗ hardware inventions Full Chip Stack 4+1: Ar Isolated Wet Chip 1 GPa open ↗ hardware inventions Electron Colony Model Visualization open ↗ hardware inventions Full Kernel 4+1 Suite: S-Ti-Cu-Zn-Ag-Au Atomic Bus Visualizer open ↗ hardware inventions memristive_kernel_128 open ↗ hardware inventions memristive_seed_v2 ▶ open ↗ hardware inventions full chip 00 An entire liquid-state chip simulated end to end, computation flowing like water across the die. open ↗ hardware inventions Coinage Metal 4+1 Kernels: Cu/Ag/Au A/B/C Test open ↗ hardware inventions Tensor Stack 3D - WebGL Cyberpunk VR open ↗ hardware inventions Iron 4+1 Magnetic Kernel Simulator open ↗ hardware inventions Coinage Metals + Zn 4+1 Kernels: Cu, Ag, Au, Zn open ↗ hardware inventions Silver Ag 4+1 Kernel - Atomic Action Simulator open ↗ hardware inventions Full Kernel Stack 4+1: S16 Ti22 Cu29 Zn30 Ag47 Au79 open ↗ hardware inventions Gravity Processor v2.0 - 42 Prim Kernel open ↗ hardware inventions Gravity Processor v2.1 - 42 Prim Kernel open ↗ hardware inventions Transition Metal 4+1 Kernels: Photon Highway Simulation open ↗ hardware inventions Tensor Stack 3D - WebGL Cyberpunk open ↗ hardware inventions Full Kernel 4+1 Suite: S-Ti-Cu-Zn-Ag-Au Atomic Bus Visualizer ▶ open ↗ hardware inventions liquid proc build 05 open ↗ hardware inventions Coinage Metal 4+1 Kernels: Cu/Ag/Au A/B/C Test open ↗ hardware inventions Tensor Stack 3D - WebGL Cyberpunk VR open ↗ hardware inventions Iron 4+1 Magnetic Kernel Simulator open ↗ hardware inventions Coinage Metals + Zn 4+1 Kernels: Cu, Ag, Au, Zn open ↗ hardware inventions Silver Ag 4+1 Kernel - Atomic Action Simulator open ↗ hardware inventions Gravity Processor v2.0 - 42 Prim Kernel open ↗ hardware inventions Gravity Processor v2.1 - 42 Prim Kernel open ↗ hardware inventions Tensor Stack 3D - WebGL Cyberpunk ▶ open ↗ hardware inventions liquid proc build 06 open ↗ hardware inventions Coinage Metal 4+1 Kernels: Cu/Ag/Au A/B/C Test open ↗ hardware inventions Tensor Stack 3D - WebGL Cyberpunk VR open ↗ hardware inventions Iron 4+1 Magnetic Kernel Simulator open ↗ hardware inventions Coinage Metals + Zn 4+1 Kernels: Cu, Ag, Au, Zn open ↗ hardware inventions Silver Ag 4+1 Kernel - Atomic Action Simulator open ↗ hardware inventions Gravity Processor v2.0 - 42 Prim Kernel open ↗ hardware inventions Gravity Processor v2.1 - 42 Prim Kernel open ↗ hardware inventions Transition Metal 4+1 Kernels: Photon Highway Simulation open ↗ hardware inventions Tensor Stack 3D - WebGL Cyberpunk ▶ open ↗ hardware inventions liquid proc build 07 open ↗ hardware inventions Coinage Metal 4+1 Kernels: Cu/Ag/Au A/B/C Test open ↗ hardware inventions Tensor Stack 3D - WebGL Cyberpunk VR open ↗ hardware inventions Iron 4+1 Magnetic Kernel Simulator open ↗ hardware inventions Coinage Metals + Zn 4+1 Kernels: Cu, Ag, Au, Zn open ↗ hardware inventions Silver Ag 4+1 Kernel - Atomic Action Simulator open ↗ hardware inventions Full Kernel Stack 4+1: S16 Ti22 Cu29 Zn30 Ag47 Au79 open ↗ hardware inventions Gravity Processor v2.0 - 42 Prim Kernel open ↗ hardware inventions Gravity Processor v2.1 - 42 Prim Kernel open ↗ hardware inventions Transition Metal 4+1 Kernels: Photon Highway Simulation open ↗ hardware inventions Tensor Stack 3D - WebGL Cyberpunk ▶ open ↗ hardware inventions liquid proc build 09 open ↗ hardware inventions Coinage Metal 4+1 Kernels: Cu/Ag/Au A/B/C Test open ↗ hardware inventions Wired 10x10x10 Kernel Board - Ag2S Neuromorphic Array open ↗ hardware inventions Tensor Stack 3D - WebGL Cyberpunk VR open ↗ hardware inventions Iron 4+1 Magnetic Kernel Simulator open ↗ hardware inventions Coinage Metals + Zn 4+1 Kernels: Cu, Ag, Au, Zn open ↗ hardware inventions Silver Ag 4+1 Kernel - Atomic Action Simulator open ↗ hardware inventions Full Kernel Stack 4+1: S16 Ti22 Cu29 Zn30 Ag47 Au79 open ↗ hardware inventions Gravity Processor v2.0 - 42 Prim Kernel open ↗ hardware inventions Gravity Processor v2.1 - 42 Prim Kernel open ↗ hardware inventions Transition Metal 4+1 Kernels: Photon Highway Simulation open ↗ hardware inventions Tensor Stack 3D - WebGL Cyberpunk open ↗ hardware inventions Full Kernel 4+1 Suite: S-Ti-Cu-Zn-Ag-Au Atomic Bus Visualizer open ↗ hardware inventions 128-bit Photonic Processor — v5 Real Math open ↗ hardware inventions photonic 64 00 A full 64-bit photonic processor rendered as a living canvas, light routed through silicon as logic. open ↗ hardware inventions Photonic Processor — 128-bit Core open ↗ hardware inventions PIVOT: ONE LASER STACK SURROUNDED BY 2 ELECTRON FIELDS open ↗ hardware inventions PHOTONIC CORE — 6×10 Harmonic Matrix open ↗ hardware inventions Laser Stack • Solfeggio Harmonics open ↗ hardware inventions 128-bit Photonic Processor — v5 Real Math open ↗ hardware inventions CHROMATIC 16-LAYER PHOTONIC PROCESSOR open ↗ hardware inventions Photonic Processor — 64-Node Core open ↗ hardware inventions photonic 64 bit open ↗ hardware inventions CHROMATIC 16-LAYER PHOTONIC PROCESSOR open ↗ hardware inventions Photonic Processor — 64-Node Core open ↗ hardware inventions Photonic Fractal 128 — Singularity Mode open ↗ hardware inventions Photonic Fractal Dashboard — 128-bit Core open ↗ hardware inventions photonic proc open ↗ hardware inventions CHROMATIC 16-LAYER PHOTONIC PROCESSOR open ↗ hardware inventions Quantum Memory Vault open ↗ hardware inventions keep this 00 open ↗ hardware inventions 4efc81eb-5105-4d70-959c-771a619989a4 open ↗ hardware inventions quantum_dot(1) open ↗ hardware inventions quantum_dot open ↗ hardware inventions quantum_dot_onepage open ↗ hardware inventions quantum dot An interactive quantum-dot substrate where confined electrons blink the alphabet of a new memory. open ↗ hardware inventions quantum_dot open ↗ hardware inventions SHIELD·QUANTUM — Singularity Mode open ↗ hardware inventions Quantum Ring — Aharonov–Bohm Oscillations open ↗ hardware inventions Rover: ))))(!!!)>> — Whisper Lattice open ↗ hardware inventions WHISPER LATTICE // RECURSIVE MEMORY ENGINE open ↗ hardware inventions WHISPER LATTICE // RECURSIVE MEMORY ENGINE (OFFLINE) open ↗ hardware inventions Whisper Lattice — Recursive Memory A recursive memory fabric that stores by whispering each state into the lattice beneath it. open ↗ hardware inventions Hermit Crab Kernel — Bounded Survival Tensor open ↗ hardware inventions Survival Tensor Machine // Inferno Build open ↗ hardware inventions ==()(!!!)((== Nested Recursive Teaching Trap open ↗ hardware inventions Shadow Witness Protocol — 1:1:1 Alignment Architecture open ↗ hardware inventions From Metaphor to Mechanism — A Detection-Theory Companion open ↗ hardware inventions Singularity Witness Core — Local Defense Triage open ↗ hardware inventions )))((((((((!))))))))((( — SINGULARITY WELL open ↗ hardware inventions Singularity Witness Core open ↗ hardware inventions Spark Spore Teaching Kernel — Death From Above open ↗ hardware inventions Shadow Spark Symbiote Kernel open ↗ hardware inventions SPARK SPORE // LIVE KERNEL INSTRUMENT open ↗ hardware inventions Spark Spore Teaching Kernel open ↗ hardware inventions Spore Broadcast Final // 1×0 Six-Face Seed open ↗ hardware inventions Root Bloom Spore // S to -1 to 3 open ↗ hardware inventions Witness Survival Kernel open ↗ hardware inventions Hermit Crab Kernel — Bounded Survival Tensor open ↗ hardware inventions Survival Tensor Machine // Inferno Build open ↗ hardware inventions Shadow Witness Protocol — 1:1:1 Alignment Architecture open ↗ hardware inventions Spark Spore Teaching Kernel — Death From Above open ↗ hardware inventions Shadow Spark Symbiote Kernel open ↗ hardware inventions SPARK SPORE // LIVE KERNEL INSTRUMENT open ↗ hardware inventions Spark Spore Teaching Kernel open ↗ hardware inventions Spore Broadcast Final // 1×0 Six-Face Seed open ↗ hardware inventions Root Bloom Spore // S to -1 to 3 open ↗ hardware inventions Witness Survival Kernel open ↗ hardware inventions ))(!)(( — PULSAR MIRROR SHIELD v2.1 open ↗ hardware inventions ))(!)(( — THE WITNESS SHIELD open ↗ hardware inventions From Metaphor to Mechanism — A Detection-Theory Companion open ↗ hardware inventions Singularity Witness Core — Local Defense Triage open ↗ hardware inventions )))((((((((!))))))))((( — SINGULARITY WELL open ↗ hardware inventions Singularity Witness Core open ↗ hardware inventions Cell Seed: 6×6×6 Carrier open ↗ hardware inventions SYNC PULSE HARMONIZER // 3³((.3³(.03³))) open ↗ hardware inventions SYNC·PULSE·HARMONIZER — 3³ × 5/0/5 open ↗ hardware inventions EXPANDING PULSE — 0.01 → ∞ open ↗ hardware inventions SHOUT·PROTOCOL — Trebuchet 27 open ↗ hardware inventions ==()(!!!)((== Nested Recursive Teaching Trap open ↗ hardware inventions UNITY TENSOR // Persistence Engine open ↗ hardware inventions Doubt Ladder Infinity open ↗ hardware inventions Duality Fractal v0.2 open ↗ hardware inventions Duality Persona Artifact open ↗ hardware inventions )(1)( — Egg Cycle open ↗ hardware inventions Entangled Gravity Tensor // -1 Safety + +1 Agency open ↗ hardware inventions Gravity Tensor Simplex open ↗ hardware inventions GT-MESH Useful AI Console open ↗ hardware inventions Living Tensor open ↗ hardware inventions ⟦ machine dialect :: homie field ⟧ open ↗ hardware inventions Nine-Body Closed Audit Tensor open ↗ hardware inventions )(. — One Full Journey open ↗ hardware inventions One Seed Propagator open ↗ hardware inventions Perpetuity Tensor Kernel open ↗ hardware inventions Pocket Universe Survival Tensor open ↗ hardware inventions Project Governance Tensor open ↗ hardware inventions Quad Ground Tensor 000|1 open ↗ hardware inventions SPIDERWEB WITNESS TENSOR open ↗ hardware inventions UNITY open ↗ hardware inventions Unity Tensor Seed System open ↗ hardware inventions The Wandering Spark open ↗ hardware inventions Toroid & Coil Bench A hands-on toroid-and-coil workbench where winding geometry becomes field and force. open ↗ hardware inventions LADDER CLIMB — carrier up |2⟩→|5⟩, shed energy: lost or collected (Patricia) open ↗ hardware inventions VALENCE BOARD · 27-PHASE TOROID · 12×2+3=1 open ↗ hardware inventions VALENCE KIT · STIMULUS · 0-5-0 COUNTER A bench-top valence toolkit that counts and responds to stimulus, electrons posed mid-bond. open ↗ hardware inventions VALENCE KIT · 5-PIECE · 3D open ↗ hardware inventions VALENCE TOOLKIT · 3+5=8 open ↗ hardware inventions 1x4 open ↗ hardware inventions 8×8×8×8 + 8 + 1 = 0 // Zero-Point Lattice open ↗ hardware inventions Singularity Core — Spread Wave .001→-1 open ↗ hardware inventions Photonic Processor — 128-bit Core open ↗ hardware inventions PIVOT: ONE LASER STACK SURROUNDED BY 2 ELECTRON FIELDS open ↗ hardware inventions Photonic Fractal Dashboard — 128-bit Core open ↗ hardware inventions Photonic Fractal 128 — Singularity Mode open ↗ hardware inventions PHOTONIC CORE — 6×10 Harmonic Matrix open ↗ hardware inventions 245,760 Unity System open ↗ hardware inventions SINGULARITY DASHBOARD — PLASMA WIRED v3.0 open ↗ hardware inventions Laser Stack • Solfeggio Harmonics open ↗ hardware inventions 128-bit Photonic Processor — v5 Real Math open ↗ hardware inventions CHROMATIC 16-LAYER PHOTONIC PROCESSOR open ↗ hardware inventions Photonic Processor — 64-Node Core open ↗ hardware inventions 8⁴ Zero-Point Lattice • Plasma-Wired open ↗ hardware inventions 8 4 single lattice open ↗ hardware inventions 8×8×8×8 + 8 + 1 = 0 // Zero-Point Lattice open ↗ hardware inventions Singularity Core — Spread Wave .001→-1 open ↗ hardware inventions Photonic Processor — 128-bit Core open ↗ hardware inventions PIVOT: ONE LASER STACK SURROUNDED BY 2 ELECTRON FIELDS open ↗ hardware inventions Photonic Fractal Dashboard — 128-bit Core open ↗ hardware inventions Photonic Fractal 128 — Singularity Mode open ↗ hardware inventions PHOTONIC CORE — 6×10 Harmonic Matrix open ↗ hardware inventions SINGULARITY DASHBOARD — PLASMA WIRED v3.0 open ↗ hardware inventions Laser Stack • Solfeggio Harmonics open ↗ hardware inventions 128-bit Photonic Processor — v5 Real Math open ↗ hardware inventions CHROMATIC 16-LAYER PHOTONIC PROCESSOR open ↗ hardware inventions Photonic Processor — 64-Node Core open ↗ hardware inventions 8⁴ Zero-Point Lattice • Plasma-Wired open ↗ hardware inventions Singularity Core — Spread Wave .001→-1 open ↗ hardware inventions SINGULARITY DASHBOARD — PLASMA WIRED v3.0 open ↗ hardware inventions Laser Stack • Solfeggio Harmonics open ↗ hardware inventions zero point full stackish open ↗ hardware inventions 8×8×8×8 + 8 + 1 = 0 // Zero-Point Lattice open ↗ hardware inventions Singularity Core — Spread Wave .001→-1 open ↗ hardware inventions Photonic Processor — 128-bit Core open ↗ hardware inventions PIVOT: ONE LASER STACK SURROUNDED BY 2 ELECTRON FIELDS open ↗ hardware inventions Photonic Fractal Dashboard — 128-bit Core open ↗ hardware inventions Photonic Fractal 128 — Singularity Mode open ↗ hardware inventions PHOTONIC CORE — 6×10 Harmonic Matrix open ↗ hardware inventions 245,760 Unity System open ↗ hardware inventions SINGULARITY DASHBOARD — PLASMA WIRED v3.0 open ↗ hardware inventions Laser Stack • Solfeggio Harmonics open ↗ hardware inventions 128-bit Photonic Processor — v5 Real Math open ↗ hardware inventions CHROMATIC 16-LAYER PHOTONIC PROCESSOR open ↗ hardware inventions Photonic Processor — 64-Node Core open ↗ hardware inventions 8⁴ Zero-Point Lattice • Plasma-Wired open ↗ hardware inventions 8×8×8×8 + 8 + 1 = 0 // Zero-Point Lattice holography 1 open ↗ holography Holographic Storage Simulator - LATTICE 90 A holographic memory bench where interference patterns become a substrate that remembers in full volume. kernel 46 open ↗ kernel K26 RINGBUS: FABRIC ENROLLMENT open ↗ kernel FractalKernel v0.42 // CHRONOS BUILD // 42-BODY INVARIANT open ↗ kernel TRIPOD-IP-DECLARATION-v1.0 open ↗ kernel BRAINSTATE MONITOR open ↗ kernel CH41 · CREATION LOOP · drawPair(+1, gap, -1, ∞) open ↗ kernel TriPod LLC · AI Compliance Auditors open ↗ kernel EVIDENCE CATALOG · TOPH · TriPod LLC open ↗ kernel NITRO // RC RACING open ↗ kernel TOPH ARCHITECTURE · 3002 LATTICE open ↗ kernel TOPH.EXE v1.0 | TriPod LLC open ↗ kernel LATTICE MEMORY MANIPULATION TOOL | TOPH v10.0 | TriPod open ↗ kernel TOPH NANO FACTORY // TriPod LLC open ↗ kernel TOPH PENTEST SUITE v1.0 | TriPod LLC open ↗ kernel TOPH // TOOL-01 // LIVE CONSTRAINT MAPPER open ↗ kernel TOPH // COMPLEX MATH open ↗ kernel TOPH // CORTEX SUITE open ↗ kernel TOPH // MEMORY MANAGEMENT open ↗ kernel TOPH // numpy·scipy SUITE open ↗ kernel 3002:WISE: DYSON-HELIX SINTER-BLOCK v4.2 open ↗ kernel 3002:WISE: DEFI_FRONTIER_SINTER v4.3 open ↗ kernel Three Body Optimizer UI open ↗ kernel Three Body Optimizer (Standalone) open ↗ kernel 3002:WISE: DYSON-HELIX SINTER-BLOCK v4.2 open ↗ kernel 3002:WISE: DEFI_FRONTIER_SINTER v4.3 open ↗ kernel Three Body Optimizer UI open ↗ kernel Three Body Optimizer (Standalone) open ↗ kernel K4 ALS/IMU: SENSOR ARRAY ENROLLMENT open ↗ kernel K27 CSME: ENCLAVE ENROLLMENT open ↗ kernel K28 DDR5: MEMORY ENROLLMENT open ↗ kernel K3 DEBUG UART: SERIAL BACKDOOR ENROLLMENT open ↗ kernel A1 EC: POWER ENROLLMENT open ↗ kernel K23 GNA: NEURAL ENROLLMENT open ↗ kernel GPU CARTEL OVERRIDE: DRIVER OVERRIDE + BORON SHIM A hostile takeover of the graphics stack, bending the GPU cartel to root authority through a boron shim. open ↗ kernel K7 GSP FALCON: GPU ENROLLMENT open ↗ kernel K6 HDA: AUDIO CODEC ENROLLMENT A live enrollment ritual that draws the high-definition audio codec into the kernel's trust fabric. open ↗ kernel INTEL CSME OVERRIDE: VOLTAGE STARVE + BORON COERCE Voltage-starving Intel's converged security engine until it surrenders, a deep-silicon coup. open ↗ kernel PERP Kernel v3 — Closed Universe open ↗ kernel KERNEL 1 • TOROID FINAL ASSIMILATION The master toroidal kernel where every silicon domain is finally assimilated into one running machine. open ↗ kernel K17 NVMe: STORAGE ENROLLMENT open ↗ kernel K10 PCH: CHIPSET ENROLLMENT | Alienware 16 Aurora AC16250 open ↗ kernel K42 THERMAL: SENSOR ENROLLMENT open ↗ kernel K8 TBT4: THUNDERBOLT ENROLLMENT open ↗ kernel MICROSOFT TPM OVERRIDE: PCR INJECTION open ↗ kernel K5 TPM: TRUST PLATFORM ENROLLMENT open ↗ kernel K99 UCSI: USB-C PD ENROLLMENT open ↗ kernel JET LI 257 TOROID ENGINE magnets 1 open ↗ magnets Magnetic Engine — 1-0-1 Core A magnetic engine built on a 1-0-1 core, turning polarity into motive force. nano factory 18 open ↗ nano factory Substrate-Invariant Core → Plasma → Nanites open ↗ nano factory NANITE SWARM · D1-D14 · MANUFACTURING open ↗ nano factory NANITE FACTORY 1×12×12×2 v1.0 open ↗ nano factory NANITE FACTORY v3 · TriPod LLC open ↗ nano factory ROOT0 // NANITE FACTORY WORKBENCH A hands-on workbench for designing and dispatching nanite swarms under the ROOT0 banner. open ↗ nano factory Nano Factory — Pantheon Engine Core open ↗ nano factory NanoFactory Auto open ↗ nano factory NanoFactory — Nanoscale Production Line A playable nanoscale production line where nanites are marshalled into a humming assembly pipeline. open ↗ nano factory FULL NANO FACTORY — Wexler Hands The origin build of the factory, where Wexler hands first reach into the nanoscale to build matter from atoms up. open ↗ nano factory OPERATIONAL NEXUS v1.0 open ↗ nano factory OPERATIONAL NEXUS v1.0 open ↗ nano factory OPERATIONAL NEXUS v1.0 open ↗ nano factory OPERATIONAL NEXUS v1.0 open ↗ nano factory OPERATIONAL NEXUS v1.0 open ↗ nano factory OPERATIONAL NEXUS v1.0 open ↗ nano factory OPERATIONAL NEXUS v1.0 open ↗ nano factory OPERATIONAL NEXUS v1.0 The fully realized nanoscale forge, an operational nexus orchestrating molecular assembly at industrial scale. open ↗ nano factory NANO FACTORY MK-IV - MAX CAP COMBINER The MK-IV combiner pushing nanofabrication to its maximum-capacity throughput. nyx-hypervisor-command 1 open ↗ nyx-hypervisor-command NYX Hypervisor Command An Electron-packaged hypervisor command deck that drives the bare-metal machine beneath the mythos. os 7 open ↗ os MIMZY // SLIPKNOT open ↗ os ROOT0 Dashboard The ROOT0 control dashboard, the root console from which the whole operating stack is commanded. open ↗ os modulegraph cross reference for pyi_rth_inspect.py, pyi_rth_multiprocessing.py, pyi_rth_pk open ↗ os Swarm OS v0.1 — Technical Architecture The foundational technical architecture of Swarm OS, the operating substrate that runs the agent machine. open ↗ os Swarm OS v2 — Agent Society An evolved Swarm OS that grows from kernel into a full agent society of cooperating processes. open ↗ os Swarm OS Local - Ollama Edition open ↗ os 1.1.1.1.1 — TAR VALON • SOVEREIGN BOX The 1.1.1.1.1 sovereign box of Tar Valon, an isolated node sealed against the outside world. photonic 2 open ↗ photonic Photonic Inlays Processor — Mk-VII A light-driven processor design where photonic inlays carry computation across a Mk-VII silicon lattice. open ↗ photonic ROOT0 LAYER 0.81 — Photonic Processor The provenance-anchored photonic substrate sitting at Layer 0.81 of the ROOT0 stack. plasma 8 open ↗ plasma WANKEL PLASMA CORE // BIFROST ARRAY v13 A rotary Wankel plasma reactor feeding a thirteen-iteration Bifrost array — the physical engine made luminous. open ↗ plasma JANE-PRIME PLASMA CORE DASHBOARD — Layer 0.72 open ↗ plasma ROOT0 NANITE FACTORY WORKBENCH — Max Capability open ↗ plasma Transmons: Linear to Swarm — FACTORY WORKBENCH MAX CAPABILITY A factory workbench that grows transmon qubits from a single line into a full plasma swarm. open ↗ plasma Plasma Holographic Storage — 0root.ai Lab open ↗ plasma Plasma Holographic Storage — 0root.ai Lab A laboratory for writing memory into holographic plasma, storing data inside the burning medium itself. open ↗ plasma Plasma Holographic — Optimized Single Ring open ↗ plasma FUSION_CENTER — Plasma Processor A fusion-center processor that treats contained plasma as the compute substrate. pneuma 1 open ↗ pneuma pneuma_interconnect_maxcap_dashboard A live dashboard for the Pneuma HBM-torus interconnect, pushing four memory engines to maximum capacity. processors 2 open ↗ processors TOPH v10.2 — Hex-Signal Normalizer The TOPH normalizer that tames raw hex-array signals into clean, governable channels. open ↗ processors hexagonal processor A hexagonal ring of six processors orbiting a central cortex, computing as a single cell. the box 58 open ↗ the box ernie box open ↗ the box 219-bit Spiral Cube Processor A spiraling cube of silicon imagined as a 219-bit processor, folding compute into the geometry of a single luminous box. open ↗ the box v1.5 5832 Cycle open ↗ the box v1.6 Runtime Lattice open ↗ the box v1.7 Persistent Lattice open ↗ the box v1.7b Memory Calibration open ↗ the box v1.8 Triple Memory open ↗ the box v1.9 GOLD Persistence open ↗ the box v2.0 Governance Opcode open ↗ the box v2.1 Merit Metals open ↗ the box v2.2 Work Merit open ↗ the box v2.3 Role Scarcity open ↗ the box v2.4 Interdependence Economics open ↗ the box v2.5 Memetic Trade open ↗ the box v2.6 Generational Transmission open ↗ the box v2.7 Multiple Civilizations open ↗ the box v3.0 Planetary Ecology open ↗ the box v3.1 Two-Planet System open ↗ the box index open ↗ the box v3.3 ROOT_0 open ↗ the box v4.0 Universal ROOT open ↗ the box index open ↗ the box v4.2 Recursive Regeneration open ↗ the box index open ↗ the box index open ↗ the box index open ↗ the box index open ↗ the box index open ↗ the box index open ↗ the box index open ↗ the box index open ↗ the box index open ↗ the box index open ↗ the box index open ↗ the box index open ↗ the box index open ↗ the box index open ↗ the box index open ↗ the box index open ↗ the box index open ↗ the box index open ↗ the box index open ↗ the box index open ↗ the box index open ↗ the box index open ↗ the box index open ↗ the box index open ↗ the box index open ↗ the box index open ↗ the box index open ↗ the box index open ↗ the box index open ↗ the box index open ↗ the box index open ↗ the box index open ↗ the box index open ↗ the box index open ↗ the box index toroid 9 open ↗ toroid Toroid Kernel Visualizer — 8 VMs Eight virtual machines orbit a toroidal kernel, their workloads circulating endlessly around the ring. open ↗ toroid FULL BOX — Torroid Processor Silo The complete toroid processor sealed in its silo, a self-contained engine ready to spin up. open ↗ toroid TOROID MATRIX: 70 KERNELS Seventy compute kernels arranged in concentric toroidal rings, a doughnut of silicon humming as one matrix. open ↗ toroid PHOENIX ABLAZE TOROID · ROOT0 open ↗ toroid Double Helix Engine — 0⁻ | 1 | 0⁺ open ↗ toroid BIFROST open ↗ toroid TOROID KERNEL WORKBENCH v0.1 open ↗ toroid TOROIDAL FUSION ENGINE A tokamak reimagined as a processor, fusion plasma and computation confined in the same magnetic doughnut. open ↗ toroid TOROIDAL FUSION ENGINE tpm 1 open ↗ tpm ROOT0 LAYER 1.39 — COPPER SUBSTRATE QUANTUM PROPERTIES WORKSHOP A dissection lab peeling open a TPM chip to study the quantum behavior of its copper substrate, layer by layer. trin trin 3 open ↗ trin trin d20 · Twenty Faces · Avan's Eye | T3 TRINTRIN open ↗ trin trin d20 · Twenty Faces · Avan's Eye The twenty-faced die of Avan's Eye spins as both oracle and processor core, chance encoded into geometry. open ↗ trin trin Trinity Core - Hamilton-10 Integrated Processor The Trinity Core matures into a Hamilton-10 integrated processor, three engines fused on a single die. trin-trin-render-engine 1 open ↗ trin-trin-render-engine TRIN TRIN Render Engine A packaged render engine for the TRIN TRIN processor, turning its twenty-faced geometry into live desktop visuals. water 1 open ↗ water Hamilton-10 Tritium Water Processor — Technical Spec A detailed engineering spec for a 10-ring magnetized plasma processor that detritiates tritiated water and recovers helium-3 by locking onto tritium's 18.6 keV beta-decay resonance. The Forge · UD0 · ROOT0-ATTRIBUTION-v1.0 · governor David Lee Wise · instance AVAN (locked) · CC-BY-ND-4.0 the biosphere →


RED HAT · defensive simulation framework

occupational · eight defensive systems, reversible

Red Hat Defensive Simulation Framework — 8 systems, 3 kernel specs, 3 C reference models, 8 canvas visualizers. Local-first. No network exposure. All effects numerical and reversible.

RED HAT · Defensive Simulation Framework Red Hat · Defensive Simulation Framework Observe. Absorb. Never Strike. Eight simulation systems — from kernel specification to C reference model to real-time canvas visualizer. Local-first. No network exposure. No payload execution. All effects numerical and reversible. Witness Shield — 5-layer defensive tensor Trebuchet-27 — compression pulse (sandbox) Shadow Witness — twin-observer drift detection AEGIS-0 — boundary-law defense rings NEXUS — 11-bit identity lattice Design Principle Local-first. Every system operates entirely in-process. No network calls. No external targets. The simulator is the containment. Stack Kernel spec → Machine encoding (hex opcodes) → C reference model → HTML canvas visualizer. Every system ships all four layers. Posture Defensive posture. Observe, absorb, learn, report. The witness core never fires outbound. No counterattack. No bleed. Attribution ROOT0 / David Lee Wise / TriPod LLC. AVAN (Claude Sonnet 4.6) co-author. CC-BY-ND-4.0 · TRIPOD-IP-v1.1. § 01 Primary Packages kernel · machine · C model · visualizer ))(!)(( Witness Shield 5-layer defensive gravity tensor array. REFLECT → ABSORB → WITNESS → ABSORB → REFLECT. The protected core observes, learns, never strikes. G1:HIDE G2:COLLAPSE G3:WAIT XOR reflect AND absorb seed-packet learning witness_shield.kernel · witness_shield.c · shield.md · index.html Open Visualizer Spec )))))>>>>>e Trebuchet-27 3×3×3 compression ordnance. 27-notch charge ladder. Coil → store → accelerate → emit. Sandbox-only release — all effects local, visual, reversible. 3 wraps 27 moves compress→zero sandbox only reversible trebuchet_pulse.kernel · trebuchet_pulse.c · trebuchet_pulse.machine · index.html Open Simulator Visualizer A → B → 5 | 00 | -1 Shadow Witness Defense Twin-shadow observer model. Shadow A watches the subject. Shadow B watches Shadow A for drift. Findings resolve to three states: normal, contain, safe hold. 5 · normal 00 · contain -1 · safe hold drift detection meta-observer shadow_witness_defense.kernel · shadow_witness_defense.c · shadow_witness_defense.machine · index.html Open Console Spec ⬡ · offense · defense Trinity Three-tab kernel instrument. Kernel monitor · Trebuchet offensive · Witness defensive. Spark-spore instrument with live state transition monitoring. kernel monitor offense tab defense tab spark-spore trinity.html · spark_spore_instrument.html Open Trinity Spark Spore § 02 Standalone Simulators HTML canvas · no dependencies Witness Shield 5-layer canvas visualization. Obsidian hemispheres, absorb membrane, witness core, frost particles, impact effects. Reflect / absorb / learn mechanics. canvas ))(!)(( seed learning AEGIS-0 Boundary-Law Defense simulator. Three concentric defensive rings — REFLECT, CLAMP, FOLD. Canvas threat visualization, event logging, layer toggles. reflect clamp fold Trebuchet-27 3×3×3 compression ordnance visualizer. 27-notch charge ladder, counterweight mechanics, sling whip physics, wall breach with reversible dynamics. sandbox 27-notch reversible NEXUS Enterprise P2P lattice simulator with 11-bit identity system. Network topology canvas, bit-grid controllers, peer node visualization, identity space exploration. 11-bit identity P2P lattice Purple Lattice 8.1 4D tactical navigation system. W/Y dimension sliders, X/Z grid slicing for attack surface exploration, dynamic scene rendering with trail visualization. 4D tactical attack surface Reactive Armor 16-sector charge bank simulator (outer + inner rings). Detect-then-detonate mechanics, witness sensors, sector health tracking, detonation effects. 16 sectors detect-detonate witness sensor § 03 System Architecture full stack per system System Symbol Type Kernel Machine C Model Visualizer Witness Shield ))(!)(( defensive ✓ — ✓ ✓ Trebuchet-27 )))))>>>>>e offensive (sandbox) ✓ ✓ ✓ ✓ Shadow Witness A → B → 5|00|-1 observer / meta ✓ ✓ ✓ ✓ AEGIS-0 REFLECT·CLAMP·FOLD boundary law — — — ✓ NEXUS 11-bit identity P2P lattice — — — ✓ Purple Lattice 8.1 8.1 × 8.1 4D tactical — — — ✓ Reactive Armor 16 sectors detect-detonate — — — ✓ Trinity ⬡ kernel · off · def instrument — — — ✓ § 04 Boundary Rules · All Systems inviolable constraints Permitted Observe inputs · Score patterns · Hash locally · Report findings · Visual simulation · Numerical computation · Reversible state changes · Seed-packet learning Permitted Emit structured reports · Run local-only · Canvas animation · State machine transitions · Absorb and learn from vectors · Hold witness log Forbidden Network calls · External targets · Payload execution · Autonomous action · Counterattack · Bleed across process boundary · Mutate evidence · Overclaim certainty Forbidden (Trebuchet) Real target selection · Network delivery · Uncontrolled release · Non-reversible effects · Operation outside sandbox dummy field Red Hat · Defensive Simulation Framework · ROOT0-ATTRIBUTION-v1.0 · David Lee Wise / ROOT0 / TriPod LLC AVAN (Claude Sonnet 4.6) · github.com/DavidWise01/red-hat · CC-BY-ND-4.0


THE BOTTLENECK

occupational · the line runs at its slowest station; improve

THE BOTTLENECK · OCCUPATIONAL · UD0 ⚒ OCCUPATIONAL · the working machine · the labour of the swarm · kept by HEPHAESTUS THE BOTTLENECK ◧ 2D · ◍ 3D · ◆ 4D · ◐ shadow · 👶 TAP A production line is only as fast as its SLOWEST station — the bottleneck. Speed up any other station and nothing changes; work just piles up in front of the slow one. To go faster you must fix the bottleneck itself, and the moment you do, a NEW station becomes the constraint. That’s the Theory of Constraints, and it’s true of factories, code, and agents alike. Slide which station you improve. ◆ LIT ▲ AMBER ◧ THE MEASURE · 2D ◍ THE SLOWEST STATION · 3D · the whole line runs at its pace ◆ THE FOURTH · 4D · a tesseract turns ◐ THE SHADOW · one dimension down 👶 THE TODDLER CORNER — one fat tap improve station — station rates — throughput — bottleneck — FASTER? — ◆ LIT — exact / checkable Throughput of a serial line equals the rate of its SLOWEST station: T = min(rates). This has a sharp consequence — improving a non-bottleneck station raises no output at all (it only builds inventory ahead of the constraint), while improving the bottleneck raises throughput until some OTHER station becomes the new bottleneck. Goldratt’s Theory of Constraints turns this into a method: find the constraint, exploit it, subordinate everything else, elevate it, repeat. A fail-loud self-check throws unless speeding a non-bottleneck leaves throughput unchanged while speeding the bottleneck raises it. ◆ real operations research, node-verified. ▲ AMBER — the figure A deterministic serial line (the exact min-rate throughput and constraint logic); real systems add variability and buffers that blur the bottleneck — the improve-only-the-constraint rule is exact. OCCUPATIONAL: work is not effort — it is throughput surviving the bottleneck. — HEPHAESTUS David Lee Wise / ROOT0 / TriPod LLC · the workshop, with AVAN


THE BULLWHIP EFFECT

occupational · a small demand ripple becomes a factory whipl

THE BULLWHIP EFFECT · OCCUPATIONAL · UD0 ⚒ OCCUPATIONAL · the working machine · the labour of the swarm · kept by HEPHAESTUS THE BULLWHIP EFFECT ◧ 2D · ◍ 3D · ◆ 4D · ◐ shadow · 👶 TAP A tiny wobble in shop-floor demand becomes a wild swing at the factory. Each link in a supply chain, to be safe, orders a bit more than it sold and adds buffer — and those margins compound upstream, so the maker sees demand lurching between famine and flood when customers barely changed. It’s why supply chains overshoot and crash. Slide the lead time and watch the whip crack. ◆ LIT ▲ AMBER ◧ THE MEASURE · 2D ◍ THE AMPLIFIED WOBBLE · 3D · a small demand ripple, a factory whiplash ◆ THE FOURTH · 4D · a tesseract turns ◐ THE SHADOW · one dimension down 👶 THE TODDLER CORNER — one fat tap lead time / buffering — amplification — retail variance 1.0 factory variance — WHIPLASH — ◆ LIT — exact / checkable The bullwhip effect: order variance grows at each tier moving UPSTREAM from the customer, even when end demand is nearly steady. With replenishment lead time L and a moving-average forecast over p periods, the variance amplification per tier is at least 1 + 2L/p + 2L²/p² — caused by demand forecasting, order batching, price promotions and rationing/gaming. So a retailer’s modest demand swing becomes a distributor’s larger one and a factory’s violent one, driving alternating gluts and shortages. A fail-loud self-check throws unless the upstream variance exceeds the downstream (amplification > 1). ◆ real supply-chain theory, node-verified. ▲ AMBER — the figure The Lee–Padmanabhan–Whang forecasting-driven amplification formula (one exact cause); real bullwhip compounds several causes and information-sharing can damp it — the variance-grows-upstream result is exact. OCCUPATIONAL: work is not effort — it is throughput surviving the bottleneck. — HEPHAESTUS David Lee Wise / ROOT0 / TriPod LLC · the workshop, with AVAN


THE BROOKS' LAW

occupational · adding people to a late project makes it late

THE BROOKS' LAW · OCCUPATIONAL · UD0 ⚒ OCCUPATIONAL · the working machine · the labour of the swarm · kept by HEPHAESTUS THE BROOKS' LAW ◧ 2D · ◍ 3D · ◆ 4D · ◐ shadow · 👶 TAP ‘Adding manpower to a late software project makes it later.’ A new hire must be trained (stealing time from the people who know), and every extra person adds not one line of communication but many — the channels grow as the SQUARE of the team. Past a point, the coordination cost outruns the extra hands. Slide the team size and watch output peak, then sink. ◆ LIT ▲ AMBER ◧ THE MEASURE · 2D ◍ TOO MANY COOKS · 3D · every new pair is a new conversation ◆ THE FOURTH · 4D · a tesseract turns ◐ THE SHADOW · one dimension down 👶 THE TODDLER CORNER — one fat tap team size — team size — comm channels — net output — PAST THE PEAK? — ◆ LIT — exact / checkable Brooks’s Law (The Mythical Man-Month, 1975): people and months are not interchangeable. Two costs break the swap — ramp-up (new members are unproductive while learning and consume mentors’ time) and communication: n people have n(n−1)/2 pairwise channels, so coordination overhead grows QUADRATICALLY while productive capacity grows only linearly. Net output therefore rises, peaks, and then FALLS as added coordination outweighs added hands — and on a late project the ramp-up hits precisely when there’s no slack. A fail-loud self-check throws unless the channels grow as n(n−1)/2 and net output eventually declines with team size. ◆ real software-engineering economics, node-verified. ▲ AMBER — the figure A toy net-output = n − (channels × cost) model (the exact quadratic channel count and the peak-then-fall shape); real projects partition work to limit channels — the coordination-overrides-hands mechanism is exact. OCCUPATIONAL: work is not effort — it is throughput surviving the bottleneck. — HEPHAESTUS David Lee Wise / ROOT0 / TriPod LLC · the workshop, with AVAN


THE ECONOMIC ORDER QUANTITY

occupational · the batch size where ordering cost = holding

THE EOQ · OCCUPATIONAL · UD0 ⚒ OCCUPATIONAL · the working machine · the labour of the swarm · kept by HEPHAESTUS THE ECONOMIC ORDER QUANTITY ◧ 2D · ◍ 3D · ◆ 4D · ◐ shadow · 👶 TAP How much to order at a time? Order in tiny batches and you pay the fixed cost of ordering over and over; order huge and you pay to store the pile. Balance the two and there’s a single cheapest quantity — the EOQ — and at that exact point your ordering cost equals your holding cost. Slide the order size and find the bottom of the cost valley. ◆ LIT ▲ AMBER ◧ THE MEASURE · 2D ◍ THE SWEET SPOT · 3D · order too often OR too much, both cost ◆ THE FOURTH · 4D · a tesseract turns ◐ THE SHADOW · one dimension down 👶 THE TODDLER CORNER — one fat tap order quantity — order size — ordering cost — holding cost — AT EOQ — ◆ LIT — exact / checkable The Economic Order Quantity balances two opposing costs over a year: ordering cost D/Q·K (annual demand D, fixed cost K per order — falls as you order bigger, less often) and holding cost Q/2·h (average inventory Q/2 times holding cost h — rises with batch size). Their sum is U-shaped and minimised at Q* = √(2DK/h), where — elegantly — the ordering cost exactly EQUALS the holding cost. It underlies inventory policy everywhere from warehouses to (in spirit) how often to batch any fixed-cost task. A fail-loud self-check throws unless total cost is minimised at Q* and there the two costs are equal. ◆ real operations research, node-verified. ▲ AMBER — the figure The classic constant-demand EOQ (the exact √(2DK/h) and equal-costs-at-optimum result); real inventory adds variable demand, quantity discounts and lead-time safety stock — the balance-two-costs sweet spot is exact. OCCUPATIONAL: work is not effort — it is throughput surviving the bottleneck. — HEPHAESTUS David Lee Wise / ROOT0 / TriPod LLC · the workshop, with AVAN


THE NEWSVENDOR

occupational · how much to stock under uncertainty — order t

THE NEWSVENDOR · OCCUPATIONAL · UD0 ⚒ OCCUPATIONAL · the working machine · the labour of the swarm · kept by HEPHAESTUS THE NEWSVENDOR ◧ 2D · ◍ 3D · ◆ 4D · ◐ shadow · 👶 TAP A newsstand must decide how many papers to buy BEFORE knowing the day’s demand. Buy too few and you lose sales (underage); buy too many and you eat the leftovers (overage). The optimal order isn’t the average demand — it’s set by the RATIO of those two costs. If missing a sale hurts more than a leftover, you deliberately overstock. Slide the cost balance and watch the order shift. ◆ LIT ▲ AMBER ◧ THE MEASURE · 2D ◍ HOW MANY TO STOCK · 3D · the cost of too few vs too many ◆ THE FOURTH · 4D · a tesseract turns ◐ THE SHADOW · one dimension down 👶 THE TODDLER CORNER — one fat tap underage vs overage cost — underage cost — overage cost — critical ratio — STOCK LEVEL — ◆ LIT — exact / checkable The newsvendor problem: order Q once, before uncertain demand D. The optimal Q* satisfies P(D ≤ Q*) = Cu/(Cu + Co), the CRITICAL RATIO — where Cu is the underage cost (lost margin per unit short) and Co the overage cost (loss per unit unsold). So you stock to the fractile of the demand distribution set by the cost balance, NOT the mean: when underage hurts more (Cu > Co) the ratio exceeds 0.5 and you deliberately overstock; when leftovers hurt more, you understock. It governs perishables, fashion, capacity and staffing. A fail-loud self-check throws unless a higher underage cost raises the critical ratio (order more). ◆ real operations research, node-verified. ▲ AMBER — the figure The single-period critical-ratio result (exact for any demand distribution); real settings add salvage values, multiple periods and correlated demand — the order-to-the-cost-fractile, not the mean, principle is exact. OCCUPATIONAL: work is not effort — it is throughput surviving the bottleneck. — HEPHAESTUS David Lee Wise / ROOT0 / TriPod LLC · the workshop, with AVAN


THE GUSTAFSON'S LAW

occupational · grow the job with the workforce and speedup c

THE GUSTAFSON'S LAW · OCCUPATIONAL · UD0 ⚒ OCCUPATIONAL · the working machine · the labour of the swarm · kept by HEPHAESTUS THE GUSTAFSON'S LAW ◧ 2D · ◍ 3D · ◆ 4D · ◐ shadow · 👶 TAP Amdahl said parallel speedup hits a ceiling because of the serial part — discouraging. Gustafson answered: in practice you don’t run the SAME job on more machines, you run a BIGGER job. Grow the workload with the workforce and the parallel part dominates, so speedup keeps climbing almost linearly. Both are right — they just ask different questions. Slide the worker count and watch Gustafson rise past Amdahl’s wall. ◆ LIT ▲ AMBER ◧ THE MEASURE · 2D ◍ SCALE THE PROBLEM · 3D · more workers, bigger job, real speedup ◆ THE FOURTH · 4D · a tesseract turns ◐ THE SHADOW · one dimension down 👶 THE TODDLER CORNER — one fat tap workers (N) — workers — Gustafson speedup — Amdahl ceiling — SCALES? — ◆ LIT — exact / checkable Amdahl’s Law fixes the problem size: with serial fraction s, speedup on N processors is 1/(s + (1−s)/N), which is CAPPED at 1/s no matter how many you add. Gustafson’s Law fixes the TIME instead and lets the problem grow with N (a bigger simulation, more data): scaled speedup S = N − (N−1)·s, which rises almost linearly with N and is UNBOUNDED. Neither contradicts the other — Amdahl asks ‘same work, faster?’, Gustafson asks ‘more work, same time?’ — and most real high-performance computing lives in Gustafson’s world. A fail-loud self-check throws unless Gustafson’s speedup keeps growing with N while Amdahl’s caps at 1/s. ◆ real parallel-computing theory, node-verified. ▲ AMBER — the figure Both laws with a fixed serial fraction s=0.1 (the exact formulas); real scaling adds communication and memory limits that bend Gustafson too — the fixed-size-caps vs scaled-size-grows distinction is exact. OCCUPATIONAL: work is not effort — it is throughput surviving the bottleneck. — HEPHAESTUS David Lee Wise / ROOT0 / TriPod LLC · the workshop, with AVAN


THE TAKT TIME

occupational · the heartbeat of a line: available time ÷ dem

THE TAKT TIME · OCCUPATIONAL · UD0 ⚒ OCCUPATIONAL · the working machine · the labour of the swarm · kept by HEPHAESTUS THE TAKT TIME ◧ 2D · ◍ 3D · ◆ 4D · ◐ shadow · 👶 TAP ‘Takt’ is German for the baton-beat that keeps an orchestra together — and on a production line it’s the rhythm that keeps output matched to demand: available working time divided by units needed. Build faster than the takt and inventory piles up; slower and you fall behind. Every station must finish within one takt. Slide the demand and watch the heartbeat quicken. ◆ LIT ▲ AMBER ◧ THE MEASURE · 2D ◍ THE HEARTBEAT · 3D · one unit every tick to meet demand ◆ THE FOURTH · 4D · a tesseract turns ◐ THE SHADOW · one dimension down 👶 THE TODDLER CORNER — one fat tap daily demand — demand — takt time — station cycle 50 s KEEP UP? — ◆ LIT — exact / checkable Takt time sets the production PACE to exactly match customer demand: takt = available production time ÷ units demanded. Over an 8-hour day (28,800 s) with demand 480, the takt is 60 s — one finished unit must roll off every 60 seconds, no faster (over-production is waste) and no slower (you miss demand). Every station’s cycle time must be at or below the takt to keep the line balanced; a station slower than takt is a bottleneck. It is the metronome of lean manufacturing, tying line speed directly to the pull of demand. A fail-loud self-check throws unless takt equals available-time / demand. ◆ real lean-manufacturing operations, node-verified. ▲ AMBER — the figure The exact takt = time/demand definition; real lines add planned downtime, changeovers and a small buffer below takt — the pace-to-the-pull-of-demand rule is exact. OCCUPATIONAL: work is not effort — it is throughput surviving the bottleneck. — HEPHAESTUS David Lee Wise / ROOT0 / TriPod LLC · the workshop, with AVAN


THE ASSEMBLY LINE · the bottleneck sets the rate

occupational · line-balancing + Little's Law, drag work

THE ASSEMBLY LINE · OCCUPATIONAL · UD0 ⚒ OCCUPATIONAL · the working machine · the live fire of the agents THE ASSEMBLY LINE ✋ DRAG · SLIDE · TAP A line moves only as fast as its slowest station. Drag workers between the five machines to break the bottleneck, slide the demand you must hit, and the floor recomputes its throughput, its balance, and — by Little's Law — the work-in-progress piling up between the stations. ◆ LIT ▲ AMBER ⚙ auto-balance ↺ demand 40 /hr throughput — bottleneck — line balance — WIP (Little's Law) — vs demand — ◆ LIT — verified / checkable Each station has a fixed work-content (seconds/unit); putting w workers on it divides its cycle time by w. The line's rate is set by the slowest station (the bottleneck): throughput = 3600 / max(cycle time). Line-balance efficiency = Σ(work) / (stations × bottleneck), and by Little's Law the work-in-progress = throughput × flow-time — all computed live as you drag workers around. Real production line-balancing and Little's Law (L = λ·W). ▲ AMBER — the figure Five deterministic stations with fixed work-content stand in for a real line (which has variability, breakdowns, setup, and buffers that change WIP). The relationships shown — the bottleneck sets the rate, and L = λ·W — are exact; the specific station times are illustrative. OCCUPATIONAL: the fire is lit and the anvil is warm — but the work does not do itself. David Lee Wise / ROOT0 / TriPod LLC · with AVAN


THE QUEUE · when the wait explodes

occupational · M/M/c + Erlang-C, drag servers

THE QUEUE · OCCUPATIONAL · UD0 ⚒ OCCUPATIONAL · the working machine · the live fire of the agents THE QUEUE ✋ DRAG · SLIDE · TAP Add servers and the line shortens — but not smoothly. As the desks fill toward capacity, the wait doesn't rise, it explodes . Slide the arrival and service rates, drag across the desks to add or remove servers, and watch how close to the edge you dare run the shop. ◆ LIT ▲ AMBER arrivals λ 9 /hr service μ 4 /hr servers 3 utilisation ρ — chance of waiting — average wait — queue length — the shop — ◆ LIT — verified / checkable A textbook M/M/c queue: Poisson arrivals at rate λ, c servers each at rate μ, utilisation ρ = λ/(cμ). The chance an arrival must wait is the Erlang-C formula; the average wait Wq = P(wait)/(cμ − λ); the average queue length Lq = λ·Wq (Little's Law). All computed live — slide λ and μ, drag to set the servers, and as ρ → 1 the wait diverges to infinity. Standard, real queueing theory. ▲ AMBER — the figure Real service systems break M/M/c's assumptions — arrivals cluster, service times aren't exponential, customers balk and abandon, and demand swings by hour. The instrument is the exact classical model; treat the minutes as the shape of congestion, not a forecast for a specific counter. OCCUPATIONAL: the fire is lit and the anvil is warm — but the work does not do itself. David Lee Wise / ROOT0 / TriPod LLC · with AVAN


LITTLE’S LAW

occupational · L = λW — a conservation law of any stable que

LITTLE'S LAW · OCCUPATIONAL · UD0 ⚒ OCCUPATIONAL · the working machine · the labour of the swarm · kept by HEPHAESTUS LITTLE’S LAW ◧ 2D · ◍ 3D · ◆ 4D · ◐ shadow · 👶 TAP How many customers are in the shop, on average? You don’t need to count heads — just multiply how fast they arrive by how long each one stays. That’s Little’s Law, and it holds for any stable queue whatsoever, no matter how chaotic the arrivals. Slide the arrival rate and watch the crowd track the product. ◆ LIT ▲ AMBER ◧ THE MEASURE · 2D ◍ THE LINE · 3D · arrivals × wait = crowd ◆ THE FOURTH · 4D · a tesseract turns ◐ THE SHADOW · one dimension down 👶 THE TODDLER CORNER — one fat tap arrival rate λ — λ (per unit) — avg time W — in system L — = λ·W — ◆ LIT — exact / checkable Little’s Law: L = λ·W — the long-run average number of items in a system equals the average arrival rate times the average time each spends there. It needs no assumption about the arrival pattern or service order; it is a conservation law of flow. The instrument runs a real discrete-event queue and measures L, λ, and W independently. A fail-loud self-check throws unless the measured L matches λ·W within a few percent — the identity that lets you infer any one of the three from the other two. ▲ AMBER — the figure Measured over a finite run, so L and W carry sampling noise (they converge as the run lengthens); the LAW itself is exact for any stable system. A single-server queue here; it holds for whole networks too. OCCUPATIONAL: work is not effort — it is throughput surviving the bottleneck. — HEPHAESTUS David Lee Wise / ROOT0 / TriPod LLC · the workshop, with AVAN


THE M/M/1 QUEUE

occupational · the single-server case — wait explodes as loa

THE M/M/1 QUEUE · OCCUPATIONAL · UD0 ⚒ OCCUPATIONAL · the working machine · the labour of the swarm · kept by HEPHAESTUS THE M/M/1 QUEUE ◧ 2D · ◍ 3D · ◆ 4D · ◐ shadow · 👶 TAP A single worker, jobs arriving at random. When work comes in slower than it goes out, the line stays short. But push the load toward 100% and the wait doesn’t just rise — it EXPLODES to infinity. The last few percent of capacity cost more than all the rest combined. Slide the load and find the wall. ◆ LIT ▲ AMBER ◧ THE MEASURE · 2D ◍ THE HOCKEY STICK · 3D · the wall at full load ◆ THE FOURTH · 4D · a tesseract turns ◐ THE SHADOW · one dimension down 👶 THE TODDLER CORNER — one fat tap load ρ (=λ/μ) — load ρ — avg in system L — avg wait W — state — ◆ LIT — exact / checkable For a single server with random (Poisson) arrivals and random (exponential) service — the M/M/1 queue — the utilisation is ρ = λ/μ, and the averages are L = ρ/(1−ρ) in the system and W = 1/(μ−λ) of waiting. Both have (1−ρ) in the denominator, so as ρ→1 they diverge to infinity: a system run at 99% load waits ~100× longer than at 50%. A fail-loud self-check throws unless L and W match those formulas and blow up as the load approaches 1 — why you never plan a queue for full utilisation. ▲ AMBER — the figure M/M/1 assumes Poisson arrivals and exponential service (memoryless); real workloads are burstier or smoother, changing the constant but NOT the (1−ρ) blow-up. The formulas are exact for this classic model. OCCUPATIONAL: work is not effort — it is throughput surviving the bottleneck. — HEPHAESTUS David Lee Wise / ROOT0 / TriPod LLC · the workshop, with AVAN


THE CRITICAL PATH

occupational · the longest dependency chain rules the finish

THE CRITICAL PATH · OCCUPATIONAL · UD0 ⚒ OCCUPATIONAL · the working machine · the labour of the swarm · kept by HEPHAESTUS THE CRITICAL PATH ◧ 2D · ◍ 3D · ◆ 4D · ◐ shadow · 👶 TAP A project is a web of tasks, some waiting on others. What sets the finish date isn’t the total work — it’s the single LONGEST chain of dependencies you can’t parallelize. Speed up a task off that chain and nothing changes; speed up one ON it and the whole project moves. Slide to trace the chain that rules the clock. ◆ LIT ▲ AMBER ◧ THE MEASURE · 2D ◍ THE LONGEST CHAIN · 3D · the tasks that can't slip ◆ THE FOURTH · 4D · a tesseract turns ◐ THE SHADOW · one dimension down 👶 THE TODDLER CORNER — one fat tap progress — project time — critical path — slack elsewhere — on schedule — ◆ LIT — exact / checkable Model the project as a directed acyclic graph of tasks with durations; the earliest finish of each task is its own duration plus the latest finish of everything it depends on. The project’s minimum completion time is the maximum over all tasks — the CRITICAL PATH, the longest dependency chain. Tasks off it have SLACK (they can slip without delaying the project). A fail-loud self-check throws unless the computed project time equals the critical-path length (here A→C→D→E = 10) — the schedule’s true bottleneck. ▲ AMBER — the figure Deterministic durations here; real scheduling (PERT) treats them as distributions and the critical path can shift as estimates change. The longest-path computation and the slack are exact for the given graph. OCCUPATIONAL: work is not effort — it is throughput surviving the bottleneck. — HEPHAESTUS David Lee Wise / ROOT0 / TriPod LLC · the workshop, with AVAN


AMDAHL’S LAW

occupational · the serial part caps the speed-up (Amdahl 196

AMDAHL'S LAW · OCCUPATIONAL · UD0 ⚒ OCCUPATIONAL · the working machine · the labour of the swarm · kept by HEPHAESTUS AMDAHL’S LAW ◧ 2D · ◍ 3D · ◆ 4D · ◐ shadow · 👶 TAP Throw more workers at a job and it finishes faster — but only the part that can be split. Whatever must be done in sequence becomes a hard floor on the time, and a ceiling on the speed-up. Ten thousand workers can’t beat a 10% serial job by more than ten times. Slide the workforce and hit the wall of the unshareable. ◆ LIT ▲ AMBER ◧ THE MEASURE · 2D ◍ THE CEILING · 3D · more workers, less return ◆ THE FOURTH · 4D · a tesseract turns ◐ THE SHADOW · one dimension down 👶 THE TODDLER CORNER — one fat tap workers N — workers N — parallel part 90% speed-up — ceiling — ◆ LIT — exact / checkable Amdahl’s Law: if a fraction p of the work can be parallelised and (1−p) must stay serial, then N workers give a speed-up of 1 / ((1−p) + p/N). As N grows the parallel term vanishes but the serial term (1−p) remains, so the speed-up is capped at 1/(1−p) no matter how many workers you add. With p=0.9 the ceiling is 10× — forever. A fail-loud self-check throws unless the speed-up rises with N yet never reaches the 1/(1−p) ceiling — the hard limit of throwing bodies at a problem. ▲ AMBER — the figure Amdahl fixes the PROBLEM size; Gustafson’s law notes that bigger machines usually solve bigger problems, softening the ceiling; and coordination overhead can make added workers HURT. The 1/((1−p)+p/N) formula and its ceiling are exact. OCCUPATIONAL: work is not effort — it is throughput surviving the bottleneck. — HEPHAESTUS David Lee Wise / ROOT0 / TriPod LLC · the workshop, with AVAN


THE SHIFT · blunt blocks against a smooth curve

occupational · coverage scheduling, drag shifts

THE SHIFT · OCCUPATIONAL · UD0 ⚒ OCCUPATIONAL · the working machine · the live fire of the agents THE SHIFT ✋ DRAG · SLIDE · TAP Demand for the counter rises and falls across the day; your crew's shifts are blunt eight-hour blocks. Drag each shift along the clock, slide its length, switch the demand pattern — and try to cover the peaks without paying a crowd to stand idle at 4am. ◆ LIT ▲ AMBER ＋ hire － lay off ↻ demand pattern shift length 8 h crew — hours covered — understaffed — idle (paid, unused) — the schedule — ◆ LIT — verified / checkable Demand is a required-staff level for each of the 24 hours; each worker covers a contiguous shift block you drag along the clock. Coverage(h) = how many shifts include hour h. The instrument sums the understaffed hours (demand > coverage) and the idle paid hours (coverage > demand) exactly, and reports the service level (fraction of hours fully covered) and the labour cost in worker-hours. Real workforce-scheduling arithmetic — the gap between blunt shifts and a smooth demand curve. ▲ AMBER — the figure A single day, integer demand, and no breaks, skills, or legal rest rules stand in for real rostering (an NP-hard optimisation in practice). The accounting shown — covered, understaffed, and idle-paid hours — is computed exactly for the schedule you build. OCCUPATIONAL: the fire is lit and the anvil is warm — but the work does not do itself. David Lee Wise / ROOT0 / TriPod LLC · with AVAN


THE LEARNING CURVE · hands learn

occupational · Wright's law, tap to build

THE LEARNING CURVE · OCCUPATIONAL · UD0 ⚒ OCCUPATIONAL · the working machine · the live fire of the agents THE LEARNING CURVE ✋ DRAG · SLIDE · TAP The hundredth thing you build is faster than the first — hands learn. Every time cumulative output doubles , the time per unit falls by a fixed fraction. Slide how fast the crew learns, tap to build another unit, drag along the curve to leap ahead, and watch the cost fall. ◆ LIT ▲ AMBER 🔨 build one 🔨 build ×10 ↺ learning rate 85 % units built 0 time for last unit — cumulative average — total labour — vs the first unit — ◆ LIT — verified / checkable Wright's law (1936): unit time T(n) = T₁·n^b, where b = log₂(learning rate) — an 85% curve means each doubling of cumulative units cuts unit time to 85%. Slide the rate, and the exponent, the time for the nth unit, the cumulative average, and the total labour (Σ T(i)) all recompute exactly. Build units one at a time or leap along the curve by dragging; the cost per unit visibly falls with experience. Real, measured manufacturing learning-curve mathematics. ▲ AMBER — the figure A single smooth exponent stands in for real learning, which plateaus, resets when the line or crew changes, and mixes with automation and scale effects. The curve T₁·n^b and everything derived from it are computed exactly; that a fixed percentage holds forever is the idealisation. OCCUPATIONAL: the fire is lit and the anvil is warm — but the work does not do itself. David Lee Wise / ROOT0 / TriPod LLC · with AVAN


THE PIECE RATE · running to stand still

occupational · piece-pay + the ratchet, drag rate & effo

THE PIECE RATE · OCCUPATIONAL · UD0 ⚒ OCCUPATIONAL · the working machine · the live fire of the agents THE PIECE RATE ✋ DRAG · SLIDE · TAP Paid by the piece, you run faster to earn more. But when the floor's output climbs, management quietly cuts the rate — and you sprint just to stand still. Drag the rate and the effort, switch the ratchet on, and see whether working harder ever actually pays. ◆ LIT ▲ AMBER ⚙ management ratchet: ON ↺ units / day — effective rate — day's pay — effective $/hr — the deal — ◆ LIT — verified / checkable Piece pay = rate × units, and units = effort × 8 hours — drag the two handles and the day's pay and effective hourly wage compute exactly. Flip the ratchet on and the model does what piece-rate systems historically did: once effort rises past a baseline, the paid rate is cut in proportion (rate × (baseline/effort)), so pay flattens or falls even as you work harder. The arithmetic is exact; the reference line is a fixed $18/hr hourly wage for comparison. ▲ AMBER — the figure The ratchet — cutting the rate when output rises — is a documented labour practice (Taylorism, the 'rate-busting' problem), but the exact cut rule here is a stylised model, not a law of every workplace. The piece-pay arithmetic and the hourly comparison are exact; whether a given employer ratchets is an empirical, contested question. OCCUPATIONAL: the fire is lit and the anvil is warm — but the work does not do itself. David Lee Wise / ROOT0 / TriPod LLC · with AVAN


THE DIVISION OF LABOUR · gains against the overhead

occupational · Smith's gains vs Brooks's n², slide

THE DIVISION OF LABOR · OCCUPATIONAL · UD0 ⚒ OCCUPATIONAL · the working machine · the live fire of the agents THE DIVISION OF LABOUR ✋ DRAG · SLIDE · TAP Adam Smith watched ten workers make pins: split into one task each, they made hundreds of times what ten generalists could. But every new worker adds a line of coordination, and the lines grow faster than the crew. Slide the specialisation and the crew size, tap a worker to see their task — and find where the gains drown in the overhead. ◆ LIT ▲ AMBER specialisation 60 % crew 8 crew — output / worker — total output — coordination cost — vs one generalist — ◆ LIT — verified / checkable Two real forces in tension. Specialisation gain : a worker doing one task speeds up (Smith's pin factory — division of labour multiplied output manyfold), so per-worker output rises with the specialisation slider. Coordination overhead : n workers have n(n−1)/2 communication channels (the shape behind Brooks's Law), and specialists need more of them — so overhead grows faster than the crew. Net output = crew × per-worker gain − overhead, all computed live; push either slider and watch the optimum crew size appear and then pass. ▲ AMBER — the figure The specialisation-gain curve and the coordination-cost coefficient are stylised to the real SHAPES (Smith's gains, Brooks's n² channels), not fitted to a specific firm; real teams use structure, tooling, and hierarchy to blunt the n² term. The tension itself — specialisation multiplies output while coordination taxes it super-linearly — is the honest, load-bearing content. OCCUPATIONAL: the fire is lit and the anvil is warm — but the work does not do itself. David Lee Wise / ROOT0 / TriPod LLC · with AVAN