// systems engineering · from rasterizer to kernel

The Laplace Project

A native operating-system kernel with a dual-build game & graphics engine fused directly into kernel space. Six years of low-level engineering — a software rasterizer, an ECS game server, and finally a zero-copy kernel you can boot right here in your browser.

Boot it in your browser

LplKernel runs locally in your tab via v86 — no install, no backend. Each ISO is ~3 MB and downloads on demand.

Click to download the ISO and start the emulator.

In the text profile you can type commands: help, stats, kbd, layout fr, pci. Click the screen to capture your keyboard. Runs single-threaded (GitHub Pages can't set cross-origin isolation headers), so boot takes a few seconds.

Engineering locks we broke

The interesting parts aren't the features — they're the constraints. Here is what made the architecture hard, and how it's solved.

Kernel-space engine

LplPlugin is compiled natively into LplKernel and runs in ring-0 — no syscall boundary between the engine and the hardware.

Zero-copy data path

UDP packets are injected from the NIC toward the GPU without intermediate copies, collapsing the classic network→render latency chain.

Lock-free concurrency

SPSC ring buffers with acquire/release barriers and generational IDs (ABA-safe) drive the interrupt→main-loop hand-off.

Cache-friendly ECS

Structure-of-Arrays layout keeps hot component data contiguous, and spatial partitioning (Morton / Octree) tames O(N²) at MMO scale.

23 µs
10,000 entities, physics step (CUDA)
70.15 µs
average network loop frame time
ring-0
engine ↔ hardware, no syscall boundary
2 profiles
deterministic client · throughput server

Figures from stress tests — see the papers for methodology.

The lineage