Omnia — a deterministic "everything simulator"
A living town of hundreds of agents who work, marry, and die across generations — an ECS simulation with deterministic replay, invariant checking, and local-LLM agent minds kept off the hot path.
A small living town: a few hundred unique agents who sleep, eat, work, earn and lose money, fall in love, have children and grandchildren, get sick, and die — forming families, companies, and small empires, with cultures and languages that evolve. The graphics are deliberately minimal; the agents are the point.
What's technically interesting
It's a correctness problem wearing a game costume. Determinism is a contract:
the same seed always reproduces the same town and run, and a headless soak runs
~42 sim-years asserting invalid = 0 on every tick — no impossible states ever
appear. CI fails below 90% / 85% line/branch coverage. The one genuinely
non-deterministic component — optional local-LLM (Ollama) agent minds for
reflection and dialogue — runs off the hot path (async, throttled, timeout →
falls back to a deterministic stub) and every response is recorded, so the
run still replays exactly. Hardware-style verification, applied to a simulation.