Audio owns musical time
Playback position derives from the audio clock in integer microseconds; no delta accumulation is authoritative.
A Beat Saber-compatible VR rhythm game where a deterministic kernel judges every cut and every replay can be proven.
What is real today
KineField is a VR rhythm game built on Godot and OpenXR around a frozen specification contract. Five fundamental laws order the whole system: audio owns musical time, tracking establishes where the player is, a pure judgement kernel establishes what happened, rulesets are versioned data, and the presentation is removable.
Judgement is deterministic by construction — a pure kernel with GJK and conservative-advancement collision, no physics callbacks in outcomes, and replay records that carry the ruleset and chart identities as hashes. 498 of 498 real commercial maps, including MappingExtensions, NoodleExtensions, Chroma and 360°/90° characteristics, are verified headlessly.
Deviations from the specification are explicit and documented rather than silent. The project is in active development on Quest and desktop VR, and its public description separates what is proven from what still needs on-device validation.
System shape
Time, evidence, judgement, rules and presentation each have a law — the implementation answers to them.
Playback position derives from the audio clock in integer microseconds; no delta accumulation is authoritative.
A ring of timestamped, quantized pose evidence establishes where the player was, degrading gracefully when tracking drops.
Cuts are resolved by deterministic GJK and conservative advancement with versioned tolerance rules — no physics callbacks in verdicts.
Replay records carry ruleset and chart hashes, canonical evidence ordering and a validator, so scores can be proven rather than trusted.
Current evidence
The real-map corpus is verified headlessly, feature class by feature class.
Charts
Real commercial maps pass headless verification, including extensions.
Extensions
Mapping extensions, noodle animations, per-note colors and rotating characteristics are implemented, not approximated.
Determinism
Native clock math matches the reference implementation on all golden vectors.
Honesty
Every gap against the frozen specification is documented, never silent.
Operating principles
The song is the clock; everything else reads from it.
Judgement is pure math with recorded evidence, not engine events.
Gaps against the spec are documented, never silent.
The game plays headless — rendering is a layer, not the foundation.
Connected work
A completely independent Rust-based audio production environment and instrument.
A modern, deterministic Rust-based 2D rhythm game where timing is exact and every run is reproducible.
A complete visual system for building 2D games without writing code or relying on generative AI.