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OrchestrationCommand -> MutatedWorldState
Mutate world state nodes (such as object coordinates, forces, and dynamic spawning) mid-simulation via a distinct supervisor API.
Problem it solves
Autonomous controllers need restricted physical access, but training/evaluation pipelines require arbitrary state resets and interventions.
Consumes
Emits
The real projects this mechanism was found in. Attribution is the point — this is how the best teams actually do it.