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Atom: Foundation for Deterministic Computing

Atom: Foundation for Deterministic Computing

Version: 1.0.0 Status: Production Last Updated: 2026-01-10


Overview

Atom is Orix’s foundation layer, providing deterministic primitives that produce identical results across all platforms, all runs, forever. It replaces non-deterministic standard library types with carefully engineered alternatives designed for replay systems, multiplayer synchronization, and rigorous testing.

The Problem

Standard computing primitives break determinism in three critical ways:

1. Floating-Point Non-Determinism

// Problem: Different results on different CPUs
float x = 0.1f + 0.2f; // Intel: 0.30000001192
// ARM: 0.30000000000 (potentially)

IEEE 754 floating-point arithmetic is platform-dependent. Different CPUs may:

  • Use different rounding modes
  • Implement fused multiply-add differently
  • Handle denormals inconsistently
  • Produce different results for transcendental functions

This breaks:

  • Multiplayer games: Client predictions diverge from server
  • Replay systems: Recorded inputs produce different outcomes
  • Testing: Same test fails on different machines

2. Unordered Collection Iteration

// Problem: Iteration order varies between runs
var dict = new Dictionary<string, int>();
dict["a"] = 1;
dict["b"] = 2;
foreach (var kvp in dict) // Order: undefined
{
ProcessEntity(kvp.Key); // Non-deterministic execution order
}

Dictionary<K,V> and HashSet<T> use hash codes for bucket placement. Hash codes vary:

  • Between process runs (randomized to prevent DoS attacks)
  • Between different implementations (.NET versions, platforms)
  • Between 32-bit and 64-bit processes

This breaks:

  • Deterministic simulation: Entity processing order affects results
  • Network sync: Different iteration order on client vs server
  • Testing: Tests pass/fail randomly

3. Non-Seedable Randomness

// Problem: Cannot reproduce the sequence
var random = new Random();
int roll = random.Next(6); // Different every time, irreproducible

System.Random seeds from the system clock by default. Even with explicit seeds, implementation details vary across platforms and .NET versions.

This breaks:

  • Procedural generation: Cannot recreate the same world
  • Testing: Cannot reproduce random failures
  • Replay: Cannot replay recorded sequences

How Atom Solves It

Atom provides deterministic alternatives built on three principles:

1. Fixed-Point Arithmetic (DFixed64)

Instead of floating-point, Atom uses Q32.32 signed fixed-point: 32 bits for the integer part, 32 bits for the fractional part.

// Internal representation: int64 where value = raw / 2^32
struct DFixed64
{
public readonly long Raw; // Bit-exact representation
}

Range: -2,147,483,648.0 to +2,147,483,647.999999999767 Precision: ~0.00000000023 (2^-32)

Why This Works

Fixed-point arithmetic is deterministic because:

  • Integer operations are exactly specified by the C# standard
  • No rounding modes, no platform differences
  • Same bit patterns on all architectures

Performance Characteristics

OperationDFixed64 vs int64DFixed64 vs float
Add/Sub~1.0x (same)~1.0x
Multiply~2-3x slower~2x slower
Divide~3-5x slower~2x slower
Sqrt~8x slower~4x slower

Trade-off: Correctness over raw speed. Games needing determinism already pay this cost in other ways (lockstep networking, replay buffers).

2. Stable-Iteration Collections

Atom’s collections maintain insertion order for deterministic iteration:

var map = new UnsafeMap<string, int>(16, Allocator.Persistent);
map.Add("player1", 100);
map.Add("player2", 200);
map.Add("player3", 150);
// ALWAYS iterates in order: player1, player2, player3
foreach (var kvp in map)
{
ProcessEntity(kvp.Key); // Deterministic execution order
}

Implementation: Open addressing with linear probing, entries stored in insertion order.

3. Seedable Deterministic PRNG

OrixRandom uses xorshift64 algorithm:

var rng = new OrixRandom(seed: 42);
int roll1 = rng.NextInt(6); // Same seed = same sequence
var rng2 = new OrixRandom(seed: 42);
int roll2 = rng2.NextInt(6); // roll1 == roll2, guaranteed

State is serializable: save RNG state to replay from any point.

What Atom Provides

Core Types

DFixed64 - Fixed-Point Number

using Atom.Math;
// Construction
var a = DFixed64.FromInt(5); // 5.0
var b = DFixed64.FromDouble(3.14); // 3.14 (boundary only)
var c = DFixed64.FromRaw(0x3_243F_6A88L); // Pi (exact)
// Arithmetic
var sum = a + b;
var product = a * b;
var quotient = a / b;
// Transcendental
var sqrt = DFixed64.Sqrt(DFixed64.FromInt(2)); // 1.414...
var sin = DFixed64.Sin(DFixed64.Pi / DFixed64.Two); // 1.0
var (sinVal, cosVal) = DFixed64.SinCos(angle);
// Rounding
var floor = value.Floor(); // -2.7 → -3.0
var ceil = value.Ceiling(); // 2.3 → 3.0
var round = value.Round(); // 2.5 → 3.0
var trunc = value.Truncate(); // -2.7 → -2.0
// Constants
DFixed64.Zero, DFixed64.One, DFixed64.Pi, DFixed64.E
DFixed64.MaxValue, DFixed64.MinValue

Boundary conversions (FromDouble, ToDouble) are for external APIs only. Never use inside simulation.

DVector2, DVector3 - Deterministic Vectors

using Atom.Math;
// 2D vector
var pos = new DVector2(DFixed64.FromInt(10), DFixed64.FromInt(20));
var velocity = new DVector2(DFixed64.One, DFixed64.Zero);
var newPos = pos + velocity * deltaTime;
var distance = DVector2.Distance(pos1, pos2);
var dot = DVector2.Dot(velocity, normal);
var normalized = velocity.Normalized;
// 3D vector (same API)
var pos3d = new DVector3(x, y, z);
var cross = DVector3.Cross(forward, up);
var magnitude = pos3d.Magnitude;
var sqrMag = pos3d.SqrMagnitude; // Avoids sqrt for comparisons

DQuaternion - Deterministic Rotation

using Atom.Math;
var rotation = DQuaternion.FromEuler(yaw, pitch, roll);
var forward = rotation * DVector3.UnitZ;
var interpolated = DQuaternion.Slerp(rot1, rot2, t);

Entity - Deterministic Unique Identifier

using Atom.Primitives;
// Replaces Guid.NewGuid() with deterministic allocation
var entity = new Entity(index: 42, generation: 1);
// Packed format: 24-bit index + 8-bit generation = 32 bits
// Max entities: 16,777,215
// Generations: 256 (wraps)
// Check validity
if (entity.IsValid)
{
int idx = entity.Index;
byte gen = entity.Generation;
}
// Recycling: increment generation when reusing slots
var recycled = entity.NextGeneration();

Why not GUIDs? Guid.NewGuid() is non-deterministic. Entity IDs are allocated from a pool in deterministic order.

Tick - Discrete Time

using Atom.Primitives;
// Replaces DateTime.Now with discrete simulation time
var currentTick = Tick.FromRaw(1000);
var nextTick = currentTick.Next();
var delta = nextTick - currentTick; // TickDelta
// Arithmetic
var future = currentTick + TickDelta.FromRaw(100);
var past = currentTick - TickDelta.FromRaw(50);
// Comparison
if (eventTick > currentTick)
{
// Event in future
}

No wall-clock time in simulation. Time is purely discrete ticks.

OrixRandom - Seedable PRNG

using Atom.Math;
var rng = new OrixRandom(seed: 0xDEADBEEF);
// Integers
int roll = rng.NextInt(6); // [0, 6)
int damage = rng.NextInt(10, 20); // [10, 20)
bool success = rng.NextBool();
// Fixed-point
DFixed64 percent = rng.NextFixed(); // [0.0, 1.0)
DFixed64 speed = rng.NextFixed(minSpeed, maxSpeed);
// Vectors
DVector2 direction = rng.NextUnitVector2(); // On unit circle
DVector3 scatter = rng.NextInsideSphere(); // Inside unit sphere
// Shuffle
int[] deck = new int[52];
rng.Shuffle(deck);
// Save/restore state
ulong state = rng.State;
var restored = OrixRandom.FromState(state);

Important: Same seed produces same sequence across all platforms. State is serializable for replay.

UnsafeMap<K, V> - Deterministic Dictionary

using Atom.Collections;
var map = new UnsafeMap<int, DVector3>(16, Allocator.Persistent);
map.Add(1, position1);
map.Add(2, position2);
// Lookup
if (map.TryGetValue(1, out var pos))
{
// Found
}
// Iteration: ALWAYS in insertion order
foreach (var kvp in map)
{
ProcessEntity(kvp.Key, kvp.Value);
}
map.Dispose(); // Manual memory management

Key difference from Dictionary: Iteration order is deterministic (insertion order).

UnsafeSet<T> - Deterministic HashSet

using Atom.Collections;
var visited = new UnsafeSet<Entity>(32, Allocator.Persistent);
visited.Add(entity1);
visited.Add(entity2);
if (visited.Contains(entity3))
{
// Already visited
}
// Iteration: ALWAYS in insertion order
foreach (var entity in visited)
{
ProcessEntity(entity);
}
visited.Dispose();

UnsafeList<T> - Pre-Allocated List

using Atom.Collections;
var entities = new UnsafeList<Entity>(1024, Allocator.Persistent);
entities.Add(entity1);
entities.Add(entity2);
for (int i = 0; i < entities.Count; i++)
{
ProcessEntity(entities[i]);
}
entities.Clear(); // Keep allocation
entities.Dispose(); // Free memory

Used for hot paths where allocations must be avoided.

BitWriter / BitReader - Bit-Level Serialization

using Atom.Serialization;
// Write
Span<byte> buffer = stackalloc byte[256];
var writer = new BitWriter(buffer);
writer.WriteBool(true);
writer.WriteBits(7, 3); // 7 in 3 bits
writer.WriteInt(42);
writer.WriteFixed(DFixed64.Pi);
writer.WriteEntity(entity);
int bytesWritten = writer.BytePosition;
// Read
var reader = new BitReader(buffer);
bool flag = reader.ReadBool();
uint value = reader.ReadBits(3);
int number = reader.ReadInt();
DFixed64 pi = reader.ReadFixed();
Entity ent = reader.ReadEntity();

Used for network serialization and replay recording.

Advantages

1. Bit-Identical Results

Same inputs produce exactly the same outputs on:

  • Windows, Linux, macOS
  • x86, x64, ARM, ARM64
  • .NET 8, .NET 9, .NET 10…
  • Debug vs Release builds

This enables:

  • Lockstep networking: Clients run same simulation, sync inputs only
  • Replay systems: Record inputs, replay identically
  • Deterministic tests: Same test always passes or fails
  • Procedural generation: Same seed creates same world

2. Predictable Performance

No surprises:

  • Operations take consistent time
  • No hidden allocations
  • No garbage collection spikes
  • Explicit memory management with Allocators

3. Foundation for Time-Travel Debugging

Chronicle (Orix’s time-travel system) relies on determinism:

  • Record simulation inputs
  • Replay to any point
  • Step forward/backward
  • Inspect state at any tick

Without Atom’s deterministic primitives, this is impossible.

Disadvantages

1. Reduced Numeric Range

TypeRangePrecision
float±3.4 × 10^387 digits
double±1.7 × 10^30815-16 digits
DFixed64±2.1 × 10^9~9 digits

DFixed64 cannot represent:

  • Very large numbers (astronomy scales)
  • Very small numbers (quantum scales)
  • Arbitrary precision

Workaround: Use scaled representations (e.g., millimeters instead of meters for more precision).

2. Performance Overhead

Fixed-point operations are slower than hardware float:

  • Multiplication: ~2-3x slower
  • Division: ~3-5x slower
  • Sqrt: ~4-8x slower

Mitigation:

  • Use squared magnitude for distance comparisons
  • Pre-compute expensive values
  • Profile hot paths

3. Learning Curve

Developers familiar with floating-point must learn:

  • Fixed-point limitations
  • Explicit boundary conversions
  • Manual memory management (Allocators)
  • Deterministic thinking

Mitigation: Strong analyzer rules (ORIX001-008) catch mistakes at compile time.

Comparison to Alternatives

vs System.Numerics (Vector3, Vector4, Matrix4x4)

System.NumericsAtom
Uses floatUses DFixed64
Hardware SIMDSoftware operations
Fast but non-deterministicSlower but deterministic
Good for renderingGood for simulation

When to use: Use System.Numerics for rendering pipeline, Atom for game logic.

vs Unity.Mathematics (float3, quaternion)

Unity.MathematicsAtom
Burst-compiledStandard C#
Fast on UnityPortable
Non-deterministic floatDeterministic fixed-point

When to use: Atom is platform-agnostic, works outside Unity.

vs decimal (C# built-in)

decimalDFixed64
128-bit64-bit
Base-10Base-2
Financial accuracyPerformance
~10x slower~2-3x slower than float

When to use: Use decimal for money, DFixed64 for physics/gameplay.

vs SoftFloat / LibFixedPoint

SoftFloatAtom
Software float emulationFixed-point
Slower (~100x)Faster (~2-3x vs float)
Full float semanticsLimited range

When to use: SoftFloat when you need float semantics. Atom for better performance.

Performance Benchmarks

Measured on Intel i7-12700K, .NET 8, Release build:

Operation | float (ns) | DFixed64 (ns) | Ratio
-------------------|------------|---------------|-------
Addition | 0.8 | 0.8 | 1.0x
Multiplication | 1.2 | 2.8 | 2.3x
Division | 3.5 | 11.2 | 3.2x
Sqrt | 8.5 | 42.0 | 4.9x
Sin/Cos (lookup) | 12.0 | 18.0 | 1.5x
Vector3 Dot | 3.2 | 6.5 | 2.0x
Vector3 Normalize | 14.0 | 52.0 | 3.7x

Interpretation:

  • Simple ops (add/sub): negligible difference
  • Complex ops (div/sqrt): 2-5x slower
  • Hot loop with 1M iterations: ~2-4ms overhead

For a 60 FPS game (16.67ms budget), this is acceptable if correctness matters.

Code Examples

Example 1: Deterministic Physics

using Atom.Math;
using Atom.Primitives;
public struct PhysicsBody
{
public DVector3 Position;
public DVector3 Velocity;
public DFixed64 Mass;
}
public void UpdatePhysics(ref PhysicsBody body, DFixed64 deltaTime)
{
// Gravity
var gravity = new DVector3(
DFixed64.Zero,
DFixed64.FromDouble(-9.81),
DFixed64.Zero
);
// F = ma, a = F/m
var acceleration = gravity;
// Integrate velocity
body.Velocity = body.Velocity + acceleration * deltaTime;
// Integrate position
body.Position = body.Position + body.Velocity * deltaTime;
// Result: Identical trajectory on all platforms
}

Example 2: Deterministic Pathfinding

using Atom.Collections;
using Atom.Primitives;
public void FindPath(DVector3 start, DVector3 goal)
{
// Visited set maintains insertion order
var visited = new UnsafeSet<Entity>(1024, Allocator.Temp);
var open = new UnsafeList<PathNode>(256, Allocator.Temp);
// Process nodes in deterministic order
while (open.Count > 0)
{
var current = open[0];
open.RemoveAt(0);
if (visited.Contains(current.Entity))
continue;
visited.Add(current.Entity);
// Get neighbors (deterministic order from grid)
foreach (var neighbor in GetNeighbors(current.Entity))
{
open.Add(neighbor);
}
}
visited.Dispose();
open.Dispose();
// Same start/goal = same path, always
}

Example 3: Deterministic Procedural Generation

using Atom.Math;
public class WorldGenerator
{
private OrixRandom _rng;
public WorldGenerator(ulong seed)
{
_rng = new OrixRandom(seed);
}
public Terrain GenerateTerrain(int x, int z)
{
// Re-seed for this chunk (deterministic)
var chunkSeed = HashCoords(x, z);
var chunkRng = new OrixRandom(chunkSeed);
var biome = chunkRng.NextInt(0, 4);
var height = chunkRng.NextFixed(DFixed64.Zero, DFixed64.FromInt(100));
// Same coordinates = same terrain, always
return new Terrain { Biome = biome, Height = height };
}
private ulong HashCoords(int x, int z)
{
// Deterministic hash
return (ulong)x * 73856093 ^ (ulong)z * 19349663;
}
}

When to Use [Ambient]

Some operations must be non-deterministic (external APIs, I/O). Mark them explicitly:

using Atom.Primitives;
[Ambient(Reason = "External API requires wall-clock timestamp")]
public async Task<PaymentResult> ProcessPayment(decimal amount)
{
var timestamp = DateTime.UtcNow; // OK: marked [Ambient]
return await _gateway.ChargeAsync(amount, timestamp);
}
[Ambient(Reason = "File I/O for configuration")]
public Config LoadConfig()
{
return JsonSerializer.Deserialize<Config>(File.ReadAllText("config.json"));
}

Rules:

  • NEVER use [Ambient] in simulation code
  • ALWAYS provide a Reason
  • Use only at system boundaries

Verification

Atom’s determinism is enforced by:

  1. Static Analysis: Roslyn analyzers detect forbidden patterns
  2. Runtime Testing: Arbiter runs determinism checks
  3. CI Enforcement: All PRs must pass determinism tests
Terminal window
# Check for determinism violations
dotnet build /warnaserror
# Run determinism test
orix arbiter determinism
# Same seed, run 1000 times, assert identical results

Summary

Atom provides the foundation for deterministic computing in Orix:

ProblemSolution
Float non-determinismDFixed64 Q32.32 fixed-point
Unordered iterationUnsafeMap/UnsafeSet (insertion order)
Non-seedable randomOrixRandom (xorshift64)
Non-deterministic timeTick (discrete simulation time)
GUID allocationEntity (index + generation)

Trade-offs:

  • Reduced range (±2B instead of ±10^308)
  • Slower operations (2-5x for mul/div/sqrt)
  • Manual memory management

Benefits:

  • Bit-identical results across all platforms
  • Enables replay systems
  • Enables lockstep networking
  • Enables time-travel debugging
  • Rigorous testability

Atom is the bedrock on which Flux (simulation), Nexus (networking), and Echo (replay) are built. Without deterministic primitives, none of these systems are possible.

Analyzer Rules

Orix analyzers enforce determinism:

RuleDescription
ORIX001No float/double - use DFixed64
ORIX002No DateTime.Now - use Tick
ORIX003No System.Random - use OrixRandom(seed)
ORIX004No Guid.NewGuid() - use Entity allocation
ORIX005No Dictionary<K,V> - use UnsafeMap<K,V>
ORIX006No HashSet<T> - use UnsafeSet<T>
ORIX007No async/await in simulation
ORIX008No ThreadPool/Task.Run in simulation