Gargantis Wiki#
This is the Gargantis wiki: plain Markdown, version-controlled with the
protocol and built into this Hugo static site (deployed on Cloudflare Workers
and publishable to IPFS). It supersedes the legacy gargantis.wiki repo, whose
content described an earlier, now-abandoned vision (a company building a
server-hosted “VR Web”). Entries here are reframed to the current protocol
vision — they are not verbatim copies.
What Gargantis is#
Gargantis is a protocol — not a company or a product. It defines a pure peer-to-peer network of homogeneous browser nodes. Every node runs essentially the same software and is ephemeral — any node may disappear at any time, and the protocol assumes this. Some may run as always-on services and so improve availability and discovery at the margin, but the network must never depend on them, and there is no central server in the architecture. Computation is JavaScript on the CPU and the GPU via WebGL. Content addressing, storage, and transport are built on Helia / IPFS.
The network as a whole — the universe of all interconnected worlds — is the Gargantisphere. A single world (or region of one) is a Realm. Realms connect to one another through Portals, the way web pages link to one another.
Backbone entries#
- Gargantis Architecture — how the pieces fit
- Peer-to-Peer Network — the network model
- Node — the homogeneous browser node
- Helia and IPFS — content addressing & transport
- Gargantisphere — the universe of realms
- Realm — a single world / region
- Portal — links between realms
- Scene Composition Protocol — transferring 3D scenes
- Gargantis Scout — the browser-based explorer
Data & streams#
- Scene Composition Protocol — transferring 3D scenes
- JSON-3D — the scene/event interchange format
- Gargontology — the vocabulary a scene is built from
- Structural Stream — slowly-varying structure
- Parameter Stream — quickly-varying values
- Web Stream Message Protocol — replicated-log streams
- The Log — append-only records, and why they converge
Scene & simulation#
- Scene Hierarchy — the tree of objects a node renders
- Transform — position, rotation, scale
- Mesh — surfaces as triangles
- Vertex — points and their attributes
- Bounding Volume Hierarchy — subscribing to what you can see
- Game Loop — the per-realm simulation step
- Persona — how a user is represented, and travels
Each entry carries an External links section pointing at the prior art for its idea — the industry-standard formats, algorithms, and papers that solve a similar problem — so an entry can be read against what already exists rather than in isolation.
Deferred (added in later passes)#
Materials & lighting. Stale legacy pages (AWS/CloudFront origin, Steam client, GitLab/Terraform, Aeron) are intentionally not migrated; their durable ideas are folded into the entries above.
Several entries record an open question rather than a decision — rotation representation, baselining, total order across peers, persona identity. These are marked not yet specified in place; none is settled by being written down here.
Open problems#
- Open Problems — the register of known conceptual conflicts, gaps, and inconsistencies across these entries
The in-place not yet specified markers say that a question is open. Open Problems says what breaks if it stays open, and carries the conflicts that span more than one entry — where entries contradict each other, or assert as settled something no entry specifies.