
Architecture
Modular, Governed, Engine-Agnostic
Layer Hierarchy
YWE enforces a strict five-layer architecture with one-way dependencies. No layer may depend on a layer above it. No circular dependencies are permitted.
Core → Data → Runtime → Presentation → Editor
Core
Engine interfaces, cosmology definitions, pattern detection, invariants. Pure logic, no dependencies.
Data
Schemas, data loading, registries, canonical rules. Depends only on Core.
Runtime
Quest generation, myth formation, prophecy, creatures, artifacts. Depends on Core and Data.
Presentation
Realm overlays, perception, UI surfaces, temporary environments. Depends on Core, Data, Runtime.
Editor
Build tools, inspectors, world builders. May depend on all lower layers.
Core Engines
Five modular engines that define the simulation responsibilities of the Yggdrasil framework.
Cosmology Engine
Owns foundational cosmological constraints, simulation ontology, and structural state rules derived from the ASH Model.
Realm Engine
Owns realm-state modeling, attunement logic, transition rules, and boundary mechanics.
ASH Pattern Engine
Owns symbolic pattern detection, procedural meaning generation, and cosmological state analysis.
Narrative Engine
Owns orchestration, interpretation, and quest manifestation flow. Manages origin arcs, NPC synthesis, and narrative progression.
Perception Engine
Owns agent-specific overlays, divergent interpretation, and visibility logic. Multiplexes cosmic state into per-agent world views.



Expansion Modules
Five specialized modules that consume core simulation state and manifest it into implementation-level systems.
Quest Engine
Generates quests from cosmic patterns. Every quest supports multiple completion paths with different consequences.
Myth Engine
Transforms significant events into persistent mythology. Different factions produce different myth versions.
Prophecy Engine
Creates probability-weighted future attractors. Makes related patterns more likely to emerge.
Artifact Engine
Generates cosmically-significant objects from ASH patterns. Each artifact carries cosmic resonance.
Creature Engine
Generates creatures influenced by realm context and cosmic state. Behavior adapts to local conditions.
Built on the Forsetti Framework
The Forsetti Framework is an architecture governance framework that enforces module contracts, runtime policy, and structural integrity.
Native-First
Engine implementations use native idioms — C# for Unity, C++ for Unreal, GDScript for Godot.
Contract-First
All interfaces defined in engine_interface.json before implementation.
Boundary-First
Strict one-way dependencies between architectural layers.
Policy-First
Modules declare capabilities; the host evaluates policy before activation.
Host-Agnostic
Core specification is engine-agnostic. Engine code lives only in implementation branches.
Host Engine Adapters
YWE functions as a reality simulation layer. Rendering engines are host environments.
| Engine | Status |
|---|---|
| Unity | Planned |
| Unreal | Planned |
| Godot | Planned |