Technical Elements of the Beyond War Game Engine
From 1996-2018, the company has been developing the game engine of Beyond War. Unlike many AAA titles, who use Unreal, CryEngine, Lumberyard, or Godot - Beyond War has been based on a low-level C++ engine since early 1997.
Major changes in 1998 with the advent of DirectX in Windows 98, and Windows 2000 failure to support 3D initially; combined with Windows Vista driver conflicts adversely affecting most of our studio sound equipment (who refused to pay fees to Microsoft for their products already in market) combined with the changes in DirectX under Windows Vista and 7 to remove multi-card support and parallel 3D viewport blitting (multi-tasking shared image display) led to serious barriers in development of Beyond War. DirectX 12.1 and Vulkan API have restored many of the features needed for this work, as of 2018. Plans to release the update upon March 2018 hardware launch of Tesla chipset technology to mainstream consumer markets was again cancelled due to announcements by NVidia Corporation, and failure of ATI / AMD discreet chipsets to perform in the Vega release of 2017.
Ultimately based on the multi-core parallel architecture promised by AMD in 2000, and never delivered in 2006 with the AMD FX-74 socket F product line, stalled work amid legal harassment by the State of Texas and State of Oklahoma in the unlawful taking, concealment, and ransom of a minor child conditional surrender of the rights to the trademark 'Beyond War' and disruption of investor funds in the project using intimidation, letters of commercial threat, fraud, false claims to discredit the company and its products, and defamation to infringe upon the trademark of the author, known since the early 1990s online in community and gaming events as 'Stryx'. At present the States seek $80,000 USD in false debt violating 15 USC 1673 and Oklahoma Constitution Article XXIII-8 on no due process linked to threats of extortion in this matter, ongoing as of July 2018 letters of false demand conditional the concealment of a child violating 76 O.S. 76-8 and a 2002 court order for return of the child, used as a hostage since 2001 August 11th.
This harassment peaked in 2010, when regional Justice Departments sought to indict the father of the child for reporting the kidnapping and false trail without due process or right to admit any evidence in the planned premeditated concealment of a newborn child since 2001 August and false filing of a court order in knowing fraud by the State of Texas.
While the private investigation showed Interstate organized gang activity with public solicitation of murder and Interference in Interstate Commerce (18 USC 1951) to suspend the rights of an Oklahoma Citizen (18 USC 241) illegally, The United States Federal Bureau of Investigation refused to act, claiming falsely this was a civil matter contrary the XXIII-8 Constitutional Law of the State of Oklahoma voiding any such claim or allegation of a contract suspending the rights of the Oklahoma parent.
Intense organized 16 Gigabit per second DDoS for hire originating in Italy, Ukraine, the United Kingdom, California, Michigan, and Texas followed - underlining the criminal nature of Interstate fraud in this matter paired with radical socialist claims backed by NPR Affiliate employees (Enid, OK) and Texas, Michigan, and Japanese technology companies who did not support the right of unwed parents to see or have contact with their children - alleging conservative Constitutional views constituted mental illness and acting to carry out corruption of blood through perpetual concealment and deprivation of the 'right to work' against the Oklahoma parent on those grounds - in criminal racketeering (18 USC 1961).
The general public could not believe these abuses were real, or based in fact due premeditated fraud by the State of Texas and DALLAS COUNTY, until the election of President Donald Trump in 2016, where major news agencies financially supported by the same Democratic National (Socialist) Party began an identical intense campaign of defamation and fraud against the United States President and any person who voted or voiced support for the elected executive. Since that time, we have seen the worst bias in United States History, in criminal fraud against human rights under color of law - and an overt war against the individual American through propaganda unprecedented since the rise of Nazi Germany.
It is the adamant position of this firm that the development of this radical element and use of propaganda is the result of hostile foreign investors sympathetic to the Nazi ideology who have sustained their position despite the defeat of Germany and the Axis powers, and maintain their views on human rights in extreme socialist narcissistic abuse - for which only the use of force is an effective deterrent, and traditional civil and democratic process unable to operate due to an atmosphere of open and violent economic and social interference.
The entire purpose of development of a new and distinct game engine was to overcome mathematical aspects of prior simulations dating back to the 1970s pen-and-paper era, in which numerical superiority correlated with greater 'damage per second' quantifiers - creating a bias that incorrectly assumes overwhelming force will be decisive in any engagement or exchange of fire. Modern warfighters under NATO doctrine understand this model of simplistic linear force is not practical in fourth-generation warfare and sophisticated conflicts, close quarters fighting, and the complexity of force training and provision in combat.
As a platform for signal warfare and armored superiority fighting, in 3D and with scalar elements of logistic support and co-processor data management, the class of engine we are producing is more familiar to artificial intelligence as a science than traditional mono-threaded game engine loops and multi-threaded single computer parallel processing of time-sliced events. Asynchronous multi-threading in a dynamic signal environment provides a mesh topology network environment which will scale with computer speeds, equipment expansion, network peering, and future hardware developments independent of traditional stand-alone client-server game engine technology.
This 'modular engine network' design remains a unique and ambitious core element of the Beyond War project. Later proponents of this stolen technology refer to it as 'cloud computing' without respect to the unlawful theft of technology on hostage-taking and extortion by the United States in support of its companies, false claims, and imitation to discredit early developers and innovators.
Further, elements of navigation, positional data structures, and database privilege access and abstraction in accuracy across extremely large distances make the Beyond War engine unique and capable of features not found in the traditional three-dimensional space model (Cartesian coordinates) of DirectX and OpenGL API.
The added API layer of abstraction interpreting data from the hypersphere and hypercube models to rendering in the traditional hardware card API afford the game a dimension of scalability not possible with traditional 'zone loading' and 'inter-zone-communication' hacks seen in other massively multiuser warfighting simulations. Because of this abstraction layer between visualization (3d) and signal data (presentation layer), Beyond War is technically classified as a 'space simulation', not a 'video game'.
Use of this simulation and presentation data layer in simultaneous abstraction to targeting and tracking systems allow Beyond War to create a learning response model for its supporting application technology on modern (8+ core 16 thread) systems, accessing much larger command and control elements hosted in the network to execute core logic offloading that processor time from the client PC, much like the later developed 'Cryptocurrency Blockchain' technology - which we feel was a direct offshoot of work done in the late 1990s and early 2000s by our team in Dallas Texas prior the child kidnapping. Summarized by the formula (N = n+1; where N is the state of relevant data in scope of the buffer and n represents new data combined with the constant abstraction coefficient to merge that data into a consistent presentation of data).
This 'environmental spooling' technology facilitates a mobile space with dynamic real-time entry and exit into multiple partitions which can be distributed over the data network dynamically on-demand and as resources are available or constrained, adjusted. Similar work performed by our team contributed to the Xen and VirtualPC technology, Slicehost virtualization, and later elements of virtual machine state management used in large-scale hosting like Amazon Cloud and Rackspace Virtualization.
Video game design has not, as of yet, fully embraced dynamic virtualization of server architecture due to the monolithic state of most client-server architecture and merger issues in persistent online games brought about by architecture issues in the early design and licensed game engine technology used by most AAA games.
Alpha and beta test groups who are vetted and contracted in non-disclosure, such as those users of the IP7A secure network operating on IPv6 address space, are permitted disclosure under strict terms limiting the release of details.