Where LIVEX comes from.
LIVEX was born of a question, not a plan. Here, in the author's words, what it seeks to explore — and the project's real, dated state.
Can we build a virtual environment governed by fundamental laws, within which autonomous entities produce behaviours and structures that were not explicitly programmed?
That is the question that gave rise to LIVEX. Before being a development project, LIVEX was born of a curiosity for science fiction and LitRPG worlds: worlds that seem alive because their entities have needs, perceptions and the ability to decide.
I am a developer and 3D visual artist. My background led me to both sides of the same problem: how to represent a world, and how to build what makes it work. LIVEX arose from the meeting of visual creation, development and curiosity about complex systems.
My vision is simple: do not program the behaviours I want to observe, but build the environment and the laws that can allow them to emerge. And if something interesting appears, it is not enough to show it — it must be possible to observe it, measure it, analyse it and, as far as possible, reproduce it.
In practice this yields three complementary building blocks: SYNE, the engine that holds the truth of the world; ECHOS, which observes and analyses what happens there; andPRISM, which renders the world without ever being its source. The whole is documented and measured rather than promised.
— Donovan Chartrain
Facts, not slogans.
The values below are dated and come from the site's single source; they describe the state of the repository, not a promise of publication.
| Element | Value |
|---|---|
| Nature | Personal research project on multi-agent simulation |
| Components | SYNE (engine) · ECHOS (observation) · PRISM (rendering) |
| Licence | GPL-3.0-or-later (LIVEX code excluding PRISM) · CC BY 4.0 (site content) |
| Repository | github.com/donovan-dev-web/LIVEX ↗ |
| State | No public release — target version V0.2 |
| Last measured state | 19 October 2026 |