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Output gallery

Selected outputs from the current NULLVECTOR pipeline. These are generated results, not concept art. Some show accepted runtime systems; others are clearly labeled research prototypes.

Playable neural foundation

Playable neural foundation

The current nature-stage integration: live posed and damaged cell sets are batched through the continuous organism VAE while the promoted locomotion, physiology, feeding, intent, colony, society, timeline, and world-model specialists run inside the causal simulation.

Physical creatures

Grounded locomotion and feeding

Grounded locomotion and feeding

The neural target field, muscle controller, and contact controller approach a material clump. An articulated arm then carries it into live feeder cells. Feet remain planted and the held object stays constrained to the hand.

Five acquisition strategies

Five-family feeding

Humanoids kneel and grasp. Animals bite from the ground. Plants siphon through roots. Anomalies use a phase field. Machines collect with a suspension-mounted tool.

Throwing and material response

Ballistic throw

Thrown matter has horizontal momentum, elevation, a ground-plane shadow, gravity, recoil, and landing behavior.

Impact modes

Different materials bounce, roll, or thud.

Damage and severing

Severed grasper

The complete arm detaches at the shoulder, drops its payload, twitches briefly, and settles. The intact shoulder returns to rest.

Damaged grasper

Severe neural and muscle damage leaves residual motion but prevents useful grasping.

Feeder ablation

Destroying feeder cells prevents absorption even when material reaches the body.

Neural motion and rendering

Cellular locomotion

Neural cellular locomotion

A learned cellular motion loop across the five organism families. Each point is a body cell.

Grounded controller

Neural grounded controller

The accepted grounded controller predicts causal muscle and contact feedback inside physical constraints.

Anatomical VAE

Anatomical VAE motion

A continuous anatomical graph VAE reconstructing held-out creature motion.

Anatomical VAE comparison

Target and reconstruction frames across families and motion phases.

Continuous cell VAE

Five-family continuous cell VAE

The promoted runtime renders current continuous cell positions rather than selecting a sprite frame. The motion scaffold supplies the pose; the neural decoder predicts cell appearance, opacity, footprint, and sub-pixel placement.

Cells, inheritance, and trauma

Breeding and symmetry Cellular trauma Neural cellular dynamics
Breeding and symmetry Cellular trauma Cellular NCA

These cover inherited chassis variation, organs and fluids, damage, healing, scarring, debris, and learned local cell-state updates.

World systems

Living world Map themes Neural topology
Living world Map themes Neural map topology

The playable scaffold includes ecology, resources, organisms, construction, and settlements. Maps begin as validated semantic topology before art is rendered. Neural topology remains under evaluation and does not bypass the safety repair stage.

World-model research

Rollout-aware decoder

Foreground-aware rollout decoder

Teacher, rollout-aware V2, and foreground-aware V3 over one continuous untouched-world rollout. V2 removes most ghost geometry; V3 improves foreground and edge fidelity. Later frames remain visibly softer than the teacher.

World VAE Sparse Action-DiT
World VAE Sparse Action-DiT

The world VAE reconstructs held-out frames. The sparse Action-DiT prototype learned localized action edits but did not pass the stricter latent acceptance gate, so it is evidence rather than runtime authority.

Storage

This gallery stays small enough to browse on GitHub. Full corpora, checkpoints, replay banks, failure cases, and evaluation reports remain under the local outputs/ tree and are not included in normal Git history.