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Chapter 28 - Chapter 28: Vector Core Completed

Richard exhaled as he leaned back in his chair, staring at the thousands of lines of code flashing on his screen.

Phoenix AI could wait.

For now, its intelligence was shackled by hardware limitations—it could only think and process within the constraints of the machine it ran on.

"It's like giving a genius a notebook with only ten pages… no matter how brilliant, it's limited by its resources."

But that wasn't today's concern.

Today, he would finish Vector Core.

Jack stretched, cracking his neck as he leaned on Richard's desk. "Bro… five weeks. Five fucking weeks. And we're already at the last stage. Do you even realize how insane that is?"

Richard smirked. "Too fast for most people, huh?"

Jack nodded. "Damn right. But whatever you're creating, I'll share your burden. You don't have to do this alone."

Richard gave a genuine smile. "Thanks, bro." Then, his gaze returned to the screen.

"Now, onto the final piece."

One Engine. Every Platform.

Richard cracked his knuckles and opened the build system configuration.

"Cross-platform compilation."

This was it. The last major hurdle.

Android

iOS

Windows

Linux

"One engine. One codebase. Every platform."

He started by creating build scripts, defining compilation flags, libraries, and dependencies for each platform.

Android: Optimizing for ARM architectures, handling touch-based inputs, and ensuring performance on mobile GPUs.

iOS: Apple's strict memory management, Metal API integration, and sandboxing restrictions.

Windows: DirectX support, legacy compatibility, and performance scaling for different hardware specs.

Linux: Open-source libraries, Vulkan support, and stability across multiple distros.

"It's about creating a unified build process," he muttered. "A single button click for deployment."

That one click?

It required weeks of configuration, debugging, and optimization.

Richard started running the unit tests, ensuring that every individual module functioned perfectly.

Then came the integration tests—making sure everything worked together.

Memory Leaks? Fixed.

Performance Bottlenecks? Optimized.

Incompatibilities Between Platforms? Squashed.

Each build took hours to compile. Each test session revealed new errors to fix. Each fix required another rebuild.

Test → Fix → Recompile → Repeat.

"An unending process," Richard sighed. "But every bug squashed is a step closer to stability."

Two Weeks Later…

Time blurred. The glow of the monitors was the only thing keeping the room lit.

Modules turned into a framework. The framework turned into an engine. And the engine… became functional.

Richard's fingers trembled as he executed the final build.

A moment of silence.

Then—

The screen lit up with the procedurally generated landscape. Real-time rendering, fluid physics, adaptive AI processing.

Vector Core was alive.

Richard's eyes widened. He grinned like a madman.

And then—he screamed.

"YES! YES! FUCKING FINALLY!"

Jack shot up from his chair. "Did it work?!"

Richard pointed at the screen. The notification flashed before him.

[ System Notification ]

[ You have completed:

Vector Core

Rewards: 200,000 SP ]

Jack let out a victorious yell.

Footsteps thundered down the stairs.

Estello rushed in, "What the hell is happening?!"

Richard didn't even hesitate—he turned and pulled his grandfather into a tight hug.

Anita followed closely, confused but smiling as Richard embraced her too.

They had done it.

They had laid the foundation of something that would change everything.

Richard—The catalyst of change.

And unknowingly, he had just gifted the world with its next evolution.

The excitement in the room had finally settled, but the weight of what they had just accomplished still lingered in the air. Jack sat back, watching as the installation file for Vector Core transferred—151GB of raw innovation, the culmination of weeks of grueling work.

On Richard's screen, the software icon appeared—a hexagonal, bold 'O', interwoven with futuristic lines and dots. Jack had designed it himself.

No name. No fancy title. Just the logo.

A black screen flickered, transitioning into the new project interface.

---------

Central Workspace (Viewport)

A large 3D interactive viewport, dominating the center of the screen.

Real-time rendering with seamless orbit, pan, and zoom controls.

Procedural generation previews, physics simulations, and AI-driven logic running live.

Overlay tools for object manipulation, placement, and quick edits.

Hierarchy Panel (Scene Outliner)

A tree-structured scene overview, like Unity's Hierarchy or Unreal Engine's World Outliner.

Easy selection, grouping, and organization of objects.

Instant access to object properties and components.

Properties Panel (Inspector)

Context-sensitive, displaying object parameters, materials, physics settings, and AI logic.

AI-assisted suggestions and validation to optimize parameters.

Asset Browser (Content Browser)

File-based asset manager for models, textures, sounds, and scripts.

AI-powered asset generation and modification tools.

Live previews and metadata display for easy selection.

Visual Scripting Editor (Logic Graph)

A node-based scripting system, similar to Blueprints in Unreal or Unity's Visual Scripting.

AI-assisted node suggestions, connection recommendations, and real-time debugging.

Seamless AI-driven behavior trees and state machine integration.

Procedural Generation Panel

Full control over procedural generation parameters with visual previews.

AI-driven presets to match specific artistic styles.

Real-time performance feedback to ensure stability.

Physics Simulation Panel

Configurable settings for collision detection, rigid body dynamics, and fluid simulations.

Visual debugging tools for physics interactions.

AI-assisted parameter optimization for realistic movements.

AI Assistance Panel

AI-powered code suggestions, error checking, and debugging tools.

Natural language interface for asset generation and logic scripting.

AI-driven tutorials and interactive documentation.

Performance Profiler

Real-time monitoring of CPU, GPU, memory, and frame rate.

AI-powered performance optimization suggestions.

Build & Deployment Panel

One-click cross-platform deployment for Android, iOS, Windows, and Linux.

Automated optimization for different target platforms.

-------

Jack, still waiting for the file transfer to finish, glanced at the interface, admiring the sleek, futuristic design.

"Can we import our Unity project into this?" he asked, eyes filled with curiosity.

Richard smirked. "Of course."

With a single click, Richard selected Import File.

A moment passed.

Then—the screen flickered.

Files loaded. Scripts compiled. Assets populated the Hierarchy Panel. The terrain, models, and shaders seamlessly transferred into Vector Core.

A few notifications flashed—error logs, optimization suggestions, AI-generated fixes.

Jack's eyes widened.

Then—he laughed. A genuine, exhilarated laugh.

They weren't just making a game engine.

They were redefining game development itself.

Richard leaned back, stretching his arms with a triumphant sigh. "The real game begins now." He turned to Jack, a smirk playing at his lips. "I'll let you do the honors, bro."

He stood up, stepping aside, offering Jack the chair in front of the workstation.

Jack cracked his knuckles. "Hell yeah." He slid into the seat, hands hovering over the keyboard and mouse like a pilot about to take flight. The screen glowed before him, the Vector Core interface fully loaded, awaiting its first real test.

Jack navigated through the menus, his fingers instinctively moving across the controls. The interface was sleek, smooth—a fusion of cutting-edge tech and raw power.

He clicked "New Project." The screen flickered, and the AI-powered procedural generator kicked in.

A notification appeared:

🔹 [Select Environment Type: Default | Custom | Procedural]

Jack grinned. "Let's push it." He selected Procedural.

Immediately, the screen came to life. The terrain morphed, expanding, shifting—mountains rising, rivers carving their way through valleys, forests blooming in real-time.

"Holy shit."

Richard chuckled, crossing his arms. "Told you."

Jack rotated the viewport, zooming into the details. The AI wasn't just generating random terrain—it was creating believable worlds, complete with ecosystems, weather conditions, and realistic land formations.

"This isn't just procedural generation," Jack murmured. "This is next-level worldbuilding."

He placed a few objects into the scene—a watchtower, a bunker, some barbed-wire fencing. The physics engine immediately kicked in, adjusting their positions based on the terrain slope and material properties.

Jack switched to Visual Scripting Mode. A node-based editor unfolded before him, smooth and seamless. He dragged a few logic blocks, wiring them together to create a simple NPC behavior tree. AI assistance kicked in, suggesting optimizations in real-time.

[Optimization Suggestion: Use a Behavior Tree for Efficient AI Decision-Making]

Jack whistled. "Dude, even the scripting feels alive."

Richard nodded. "Phoenix AI isn't just running in the background. It's learning, adapting, optimizing in real-time. It knows what you're trying to do before you even finish it."

Jack continued testing, diving into the physics simulation panel. He placed a tank on a hill, adjusted its weight, and fired a round. The shell impacted the ground, and the terrain deformed dynamically, creating a crater without lag.

"No way…" Jack whispered, stunned.

Richard grinned. "Yes way."

He then pulled up the Performance Profiler. Despite the complex real-time calculations, CPU and GPU usage were balanced—Vector Core optimized everything on the fly.

The realization hit Jack like a freight train.

"This is it."

He turned to Richard, eyes blazing with excitement. "Bro… this is an entirely new era of game development."

Richard smirked. "I know."

Jack leaned back, exhaling. "This is gonna change everything."

Richard simply nodded. "Yeah… it will."

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