What's new in the BLACKRAT engine and platform — newest first.
Crawlable site + immutable version control engine + platform
SEO + sitemap. A generated /robots.txt and /sitemap.xml (built from the public-page list), plus per-page titles, descriptions, canonical URLs, Open Graph and Twitter cards across the whole site.
Proper site structure. One consistent header and footer sitewide, a real documentation landing, and this changelog.
Immutable, content-addressed version control. Every authored project state is hashed to an immutable version id; identical content dedupes to the same id and the version log only appends. Revert and cherry-pick are built in, with a tamper-evident history viewer.
Photoreal foliage. Volumetric cross-card canopy generation, gated by a dedicated un-gameable auditor.
Netcode suite engine
Lockstep determinism for bit-identical simulation across clients.
Client-prediction rollback — input log + rewind, proven to match a forward re-simulation.
Lag compensation via a world-snapshot ring for fair hit registration.
Interest culling (BFS relevance) and delta replication (XOR + RLE) to keep bandwidth low, with HMAC-signed state downlinks.
Per-instance scatter engine
Deterministic scatter tool for placing props, foliage, and debris across a scene.
Stable, position-keyed instance ids (hashed from world position, not array index) so a single scattered instance can be tagged and edited — and the id survives regenerate and sibling edits.
Backed by an un-gameable auditor that replays id assignment to reject index-based shortcuts.
World & FX suite engine
Weather & day/night driving a lighting rig consumed by the WGSL sky dome (including a snow variant from temperature + accumulation).
Water simulation with a matching WGSL shader.
Post-FX — tonemap, bloom, depth-of-field, and motion blur.
Trails (ribbon) and oriented decals for projected surface detail.
Every system ships with a deterministic reference and its own un-gameable auditor.