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Merge pull request #120 from flyingrobots/flyingrobots-patch-1
Refine Echo engine description in README
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README.md

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@@ -28,9 +28,10 @@ Most game engines are object-oriented state machines. Unity, Unreal, Godot all m
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Echo is fundamentally **built different**.
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RMG provides atomic, in-place edits of recursive meta-graphs with deterministic local scheduling and snapshot isolation.
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RMG provides atomic, in-place edits of recursive meta-graphs with deterministic local scheduling and snapshot isolation. It’s the core of the Echo engine: runtime, assets, networking, and tools all operate on the same living graph of graphs.
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It’s the core of the Echo engine: runtime, assets, networking, and tools all operate on the same living graph of graphs.
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Echo is a mathematically rigorous game engine that replaces traditional OOP with deterministic graph rewriting, enabling time-travel debugging, perfect
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replay, and Git-like branching for game states.
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### Core Principles
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- `crates/rmg-core/tests/permutation_commute_tests.rs` — Determinism proofs
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- `crates/rmg-benches/benches/snapshot_hash.rs` — Hashing throughput
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Echo is a mathematically rigorous game engine that replaces traditional OOP with deterministic graph rewriting—enabling time-travel debugging, perfect
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replay, and Git-like branching for game states.
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## Contributing

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