Manifold Space Engine (MSE)

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One of the first offensive claims we encounter is the Ad Hominem attack on the premise of "M2OS" technology, the software and computer equipment supporting Beyond War™.

M2OS is an abbreviation for "Massive Multiuser Operating System".

While multiuser operating systems (OS) are not new, the term "massive" has been misused by many companies to imply "very large user bases" and distribution over multiple physical servers (shards, solar systems, regions, etc) which distribute load of user activity across a network of distinct regions, borders, and pre-determined gates - the use in M2OS is distinctly different.

Very large user communities quickly overload fixed data types built into computers and defined by binary limits which define 'maximum numbers' and specific types of representations of numbers in computer hardware. The more registry storage space per register, the larger the number that can be stored, in very small memory spaces in the discreet processor. This storage is not to be confused with system general memory or drive storage, and is used by components inside integrated circuits for precise calculations. Consumer processors have defined limits on these values, and professional electronics have higher defined values for scientific and visual work like film and visualization, at a premium in cost beyond personal computers and console machines.

Concepts in advanced mathematics define this and other values which can be expressed in mathematics using dimensions beyond the common three dimensions (3D) we generally represent graphic information and space in. An example of this would be the 'frustrum', atmospheric diffusion of light, or multiplier of distance to exponential calculations of scale. Time, representing a matrix of multiple coordinates defined by linear measures of time between each position, is another example of a fourth-dimensional 'manifold'.

With this concept firmly in place, acknowledging the limitations of a single discreet memory address space in a computer environment, whereby conventional 'linear' space is defined a minimum and maximum value in any setting, to include the number of communication ports and connection channels in a defined header address space; derive the maximum number of concurrent connections and division of message channels in a fixed time that can be addressed by a single discreet processor; the fixed issue of most MMORPG products feature division by regions, or duplicate regions in 'shards' (copies, operating independently) to accoomodate players.

Without M2OS technology, real-time concurrent shared environments on multiple local data sets not common to the server object data set cannot be achieved. Competitor products claiming such capability allege "lag", delays in excess of real-time, are features to allow all persons to act, having shown limits of just over 6000 users per instance contrary claims of a "unified universe" to deceive the public. Time dilution in those instances was estimated at 60 minutes of real time per 5 minutes of in-game time passing, show how fraudulent this claim really is.

M2OS platforms using "manifold space engine" (MSE) technology scale and communicate across nodes of contact and message multiplexors to congruent message processors which process and "interpret" signal data into "fabric" systems using a layer of abstraction which optimizes data and dyanmically assigns hardware to balance load into coordinated data sets across scalable virtual environments capable of decouple, scaling, and resource allocation up and down without loss of session data in real-time; providing an adaptive resource allocation and game 'state machine' which can be managed, built, and handed-off as concentrations intensify or separate over very large spatial distances of virtual and open space.

This technology, and its underlying protocol and feature set are not present in conventional operating systems and kernel development, and are not licensed to the UNITED STATES, PEOPLE'S REPUBLIC OF CHINA, EUROPEAN UNION, GREAT BRITAIN, or other countries not signatories of the developers Professional Organization, SEVEN ALPHA.

These compartmentalized 'projected spaces' created for user signal processing and multiplexing in real-time simulation and warfighting technology, are by definition as distinct logical representations of data presenting a space in virtual symbols and signals are 'manifolds', and integration of the manifold space objects into other distinctly separate signal and symbol data set objects representative of congruent and non-congruent space overlap, 'manifold spaces'.

The Manifold Space Engine (MSE) platform is therefore very much like a stateful machine of client and server, where the game state the player observes is built in their local personal computer, while the shared 'game state' on the service computer represents another 'game state' that the client-server relationship attempts to syncronize. Manifold Space Engine (MSE) therefore coordinates this synchronization not with direct data of object elements in simple dimensional placement and orientation, but between the multiplexor element and a mesh network of game states to signal translation that is 'observer-neutral'.

This means, unlike all other state-based games using common geometry and grid coordinates for multi-user virtual space, each user is acting in their own 'manifold' while the game state is converting these non-congruent spaces into a near-common representative scale space and back into the sub-manifold space with relative data.

What does all that mean?

The simple way to explain "Manifold Space Engine" technology is obvious: "There is no up or down in the shared environment. No common Z axis exists. Therefore there is no 'common' angle of approach - no zero bubble or relative angle of attack - and disorientation common with high speed high altitude air-to-air combat and high gravity maneuvers which distort the perception of aerospace pilots and space force combatants.

Manifold Space Engine (MSE) is designed to afford combat input-output data and intelligence actions that are not pre-recorded, open to adaptation and interpretation of input, including avionics thrust and control surface response during variable gravity and impact kinetic scenarios consistent with high speed avionic engagement and second generation ground combat and close quarters engagement for virtual reality feedback input.

This means that control equipment which has orientation, acceleration detection, and wide range of motion unlike conventional controllers and console devices, can be used to execute a wide variety of user actions and input with precision, including kata, recovery, orientation and recovery, end-over-end rotation of targets in VR space, and degrees of freedom not presently possible in conventional virtual reality games and constructs. This is essentially a new form of human-computer interface framework for computer input, simulation, and application, in long term development; while affording opportunity to engage in Artificial Intelligence training and control systems for defined flight and propulsion systems.

Simply put, unlike other games where you press 'W' and your character moves forward, making a running motion to simulate human walking - an Manifold Space Engine (MSE) system applies force and moves the legs, evaluates the contact surface and other factors (manifold dimensions of mass and resistance, force, and momentum), and then concludes the movement as a result rather than the initial actions on a grid to be simulated only in look-alike puppet motions. Where ragdoll physics simulate falls and hits in older products, Manifold Space Engine (MSE) technology literally determines 'how fast the character can run' and how hard they are running - engaging variables in a field of factors and behavior, physical condition, and behavior which compute a result with a wide variety of outcome inconsistent with 'static movement' concepts of prior generation games, allowing programmers to impact and alter conduct through a wide variety of elements and conditions including injury or fear response.

Paired with perception filters to impose similar visual and auditory impacts, these elements create a deep experience not possible with traditional 'stateful-mirror' envoronments of older computer 3D programs. This is possible due to the new computing power of consumer equipment to share the message load across stable broadband networks at high speed, distribution of logic, accelleration in a common API for discreet processor accelleartion in RTX technology, and multi-threaded multcore synchronization message ques impossible with prior generation low-core systems.

This technology, and its application, has taken 25 years to mature in the development of Beyond War, and substantial effort to distort the feasability and right to use this technology by very large commercial organizations defamation of small cap developers working in kernel and network stack virtualization.

ICANN and the Internet Steering Committee have been extensively guilty of obstructing this technology in an effort to favor their contributors over domestic developers, threatening them to cease and violating XXIII-1A rights in State of Oklahoma to suppress this research and development in effots to block the FCC regulations affording customized and private use of electronic telecommunications equipment by end-users to suit their own purpose, first pioneered in Telephone Private Branch Exchanges and Digium software-based TAPI and VoIP products and services.

American developers have a right to use and repurpose their computer equipment and tranceiver equipment to any application they see fit, providing such activity does not disrupt other users of conventional TCP/IP services of IPv4 and IPv6 networks. SEVEN ALPHA provides that encapsulation to afford secure tunnel transport of proprietary routing and datagram packet switched information over existing IPv4 and IPv6 systems, without consent of those network common carriers or right to access the encrypted private communications of this American network.

Efforts to compel by force the disclosure and surrender of Manifold Space Engine (MSE) technology, including false sale to companies in the Republic of Germany, People's Republic of China, and KABOOM (Boom Studio, Los Angelos California), in fraud spanning 2002-2020; damaging the UNITED STATES right to enjoin any claims against the company and its products in false taking and false sale refused protection under the BERNE CONVENTION in 2013-2020

Manifold Space Engine (MSE) technology remains a proprietary technology under Oklahoma Trade Secrets, and subject to a formal complaint of larceny of trade secrets in 2013-2020 extoriton activity by STATE OF TEXAS.

From a programming perspective, M2OS is a framework interoperations platform for hardware, and Manifold Space Engine (MSE)™ is the client software and server software framework which can run on Linux, Windows 10, and operates in a proprietary framework of SEVEN ALPHA™ protocol and credentials to ensure its exclusive use by licensed users only.

While MSE is the application layer, the M2OS gateway system and routing technology reliant on this cryptographic infrastructure and routing of authenticated clients across public networks remains a separate framework independant from the Windows 10 client platform. While MSE is a component of M2OS architecture, it operates on conventional driver software and current operating system platform of Microsoft Windows family of 64-bit operating systems. The client is not designed to run on console equipment until the 30xx series RTX discreete chipset is integrated into such hardware platforms, which has no plan for release in 2020.