SJ-CANVAOS is a deterministic operating system where memory, storage, and display are unified into one 1024×1024 pixel canvas. No filesystem. No separate framebuffer. No floating point.
The 1024×1024 canvas is the only source of truth. Memory, display, and storage are the same object. No separate framebuffer, no virtual address space.
No floating point. No undefined behavior. Same input always produces the same hash. Verified across 50 stress-test runs with identical SHA-256 output.
Every state transition is recorded in WH (White Hole) logs. Rewind to any tick. Branch from any point in history. Time travel is a first-class OS feature.
The reserved pad byte in every Cell becomes a BranchID. 256 parallel universes coexist in the same 8MB canvas with zero copy overhead.
Every 32×32 tile has a GateState. Access control is enforced at the pixel level. Territory ownership in CanvasCraft maps directly to OS security primitives.
The V3F reordering engine compresses any byte stream into a 512×512 accumulation canvas in real time. 143 MB/s throughput with 2MB fixed memory footprint.
| GAME MECHANIC | OS SUBSYSTEM | MODULE | STATUS |
|---|---|---|---|
| Player joins | proc_spawn (Lane allocation) | canvascraft_proc.c |
DONE |
| Move / place / break | Memory write + Gate check | canvascraft_play.c |
DONE |
| Territory claim | Gate security model | canvascraft_territory.c |
DONE |
| Input sync | SJ-Stream Lockstep | canvascraft_net.c |
DONE |
| Save / load | CVP persistence layer | canvascraft_persist.c |
DONE |
| Portal block | Multiverse BranchID switch | canvas_multiverse.c |
PHASE 9.x |
| In-game console | PixelCode REPL (shell) | vm.c |
INTEGRATED |
| Replay / rewind | WH log playback (Timewarp) | canvas_wh.c |
DONE |
CanvasCraft is not a game running on top of CanvasOS. It is CanvasOS. Every game mechanic directly exercises an OS subsystem. Building the game completes the OS.
Clone, make, run. No package manager. No build system. Just make canvascraft_demo.