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PITGUN

Blueprints & Architecture

A Generalized Telemetry Framework

While initially deployed in a racing context, the pitgun ecosystem is built as a highly-performant, real-time telemetry processing framework. It is structurally designed to handle massive data throughput across diverse domains—including automotive, financial trading, energy grids, and smart urban infrastructure. Powered by a manifest-driven engine, all logic is encoded as Abstract Syntax Trees rather than hardcoded routines.

MODULE 00 // VISION

The Distributed Vision

At its core, the pitgun ecosystem utilizes a distributed edge-computing architecture. To demonstrate the large throughput capabilities of our Rust framework, the telemetry calculations for the pitgun-game simulators are distributed directly to the players, transforming every player into a telemetry-generating edge node.

Telemetry Engine

1. Edge Computing

Lap times are computed on the player's hardware, acting as a massive distributed solver grid connecting back to the server authority.

Telemetry Engine

2. Telemetry Engine

Active players instantly generate raw, high-frequency telemetry streams by running the physics simulators in parallel.

Telemetry Engine

3. Framework Showcase

These distributed streams are securely ingested, aggregated, and validated by the Rust core, showcasing high data throughput. These streams are normalized via a manifest built from a registry.

Vision Blueprint Dashboard

FIG. The overarching edge-distributed architecture of the Pitgun ecosystem

MODULE 01 // RUNTIME

Runtime Infrastructure

Supporting the pitgun-game testbed requires an advanced microservices architecture. The lab is powered by dedicated instances interacting through secure WebSocket and HTTPS connections. Browser clients execute a strict 100ms deterministic simulation loop, streaming session envelopes directly to the pitgun-gateway.

Traffic is routed via Traefik through the main gateway to handle WASM browser clients. The backend relies heavily on pitgun-authority & pitgun-core services for validation, while Mistral models process the game state through specialized metrics. Furthermore, CI/CD pipelines automate deployments to the remote servers, ensuring rapid iteration of telemetry experiments.

EnvironmentPurposeStabilityData Usage
ResearchFast experimentation on model assumptions.LowInternal calibration only.
StagingIntegration validation before wider exposure.MediumPre-release balancing.
BetaControlled real-player signal collection.Medium / HighCollective baseline convergence.
ProductionStable public experience.HighContinuous quality refinement.
Game Runtime Architecture

FIG. Microservices topology underlying the Pitgun telemetry laboratory

MODULE 02 // CALIBRATION

Collective Calibration Loop

Pitgun turns player behavior into a calibration engine. As players iterate on setups, pacing, and strategy, the ecosystem receives a large volume of deterministic telemetry traces. Over time, this naturally drives convergence toward stronger baselines and reveals which parameter combinations consistently produce better lap-time outcomes.

  • Run execution: player sessions generate deterministic simulation outputs.
  • Validation layer: traces are checked for consistency and contract compliance.
  • Aggregation layer: comparable runs are grouped into calibration datasets.
  • Model refinement: updated baselines are fed back into simulation tuning.
Calibration

Privacy by Design

Pitgun follows a minimal-data approach. We collect only telemetry necessary to improve simulation fidelity and balancing quality. No advertising trackers, no cross-site profiling, and no gameplay email dependency. The objective is technical: improve lap-time model accuracy through collective intelligence, not monetize personal data.

Telemetry Ingestion Flow

FIG. Data routing through the dual-loop analytical pipelines

MODULE 03 // SIMULATOR

The Physics Kernel

Adapted from a Python project, the simulator represents the mathematical predictiveness of the lap time system. It computes theoretical bounds based on grip, downforce, cooling, power throughput, track geometry, and driver style. The physics kernel relies on mathematically pure, immutable parameter sets to guarantee perfectly reproducible continuous equations.

Simulator Overview

FIG. High-level logic for the lap time simulator

The QSS Solver

The Quasi Steady State (QSS) solver determines maximum achievable equilibrium velocities purely using closed-form analytical mathematics rather than traditional iterative physics. The model is split into two domains: space and time.

QSS Solver Deep Dive

FIG. Detailed flow of the mathematical QSS solver

Telemetry Engine