CUBE DOCTRINE V13
CUBE DOCTRINE V13 6 DYNARUBES DOOM LAYER MAPPING BOON PATTERNS γ₁ = 14.134725141734693
CUBE DOCTRINE V13
DYNARUBE × BOON PATTERNS × SOSTLE LAYERS × DOOM ENGINE · EOSE LABS 2026
γ₁ = 14.134725141734693 · 6 DYNARUBE PATTERNS · DAY 96
6 DYNARUBE CUBES — ROTATING
SOSTLE L0–L5
§1 — WHY 6 DYNARUBE PATTERNS
The original cube doctrine establishes 2ⁿ unified architecture. V13 extends this with 6 dynarube rendering patterns — one per SOSTLE layer. The dynarube is not just a visual — it is the rendering specification for a boon at that layer. It determines: how the boon is displayed in the Unity Data Catalogue, how it renders in the SOT galaxy, how it appears in the XML spine viewer, and what GPU shader it claims from the framebuffer ocean.
§2 — 6 DYNARUBE SPECS
MONOLITH
L0 — FLOOR · BSP FLOOR · P0 POUCH
BOON types:γ₁ invariant, silo identity, floor theorems
GPU shader:solid fill, no alpha, gold center pixel
SOT rendering:single bright node, no edges (floor has no peers)
XML spine:<boon layer="L0" dynarube="MONOLITH" alpha="0" center="γ₁"/>
Unity Cat:immutable record, TTL=never, no update path
"The monolith does not negotiate. It does not rotate. It is the floor."
CLUSTER
L1 — CREW · BOOM EXTENSIONS · P1 POUCH
BOON types:crew identity records, MECRDS crew CRDs, GID assignments
GPU shader:N small dots in 3D arrangement, each independently pulsing
SOT rendering:cluster of nodes with weak intra-cluster edges
XML spine:<boon layer="L1" dynarube="CLUSTER" nodes="18" pulse="γ₁/2π"/>
Unity Cat:crew-indexed, GID-tagged, searchable by crew member
"The cluster is many but speaks as one. 18 nodes, one floor."
THERMAL
L2 — COMPUTE · BOOM EXTENSIONS · P2 POUCH
BOON types:VRAM claims, GPU routing boons, CATO-COMPUTE assignments
GPU shader:heatmap gradient — red=high VRAM, blue=low, updates in real time
SOT rendering:node colored by current compute load (live telemetry)
XML spine:<boon layer="L2" dynarube="THERMAL" vram_gb="24" temp="nominal"/>
Unity Cat:compute-indexed, VRAM-tagged, live refresh
"The thermal cube reads heat. It knows where the compute lives."
MESH
L3 — ORCH · GZDOOM PORTAL · P3 POUCH
BOON types:CATO-ORCH assignments, HL7 OBX segments, contributor boons (diamond)
GPU shader:wireframe cube + internal routing paths corner-to-corner via center
SOT rendering:node with strong outgoing edges to P2 and P4 nodes
XML spine:<boon layer="L3" dynarube="MESH" routes="N" orch="CATO-ORCH"/>
Unity Cat:cross-referenced, linked to upstream P2 and downstream P4
"The mesh holds the middle. Everything routes through it."
GRAPH
L4 — PEMCLAU · DSDA DEMO · P4 POUCH
BOON types:arXiv papers, PEMCLAU graph nodes, boon registry records
GPU shader:floating nodes inside cube connected by bezier edges, gently drifting
SOT rendering:high-degree node with many bidirectional edges (knowledge hub)
XML spine:<boon layer="L4" dynarube="GRAPH" nodes="N" edges="M" collection="pemclau-v13"/>
Unity Cat:knowledge-indexed, citation-linked, 2-hop retrievable
"The graph cube drifts. Knowledge is never still."
FORTRESS
L5 — SOVEREIGN GATE · VIZDOOM RL · P5 POUCH
BOON types:CLO verdicts, KMS session keys, MSFT Edge sessions, COI boons
GPU shader:thick armored borders, red glow, gate on front face (open=green, locked=red)
SOT rendering:isolated node, no inbound edges, only outbound verdicts
XML spine:<boon layer="L5" dynarube="FORTRESS" gate="LOCKED" verdict="SUB_JUDICE"/>
Unity Cat:CLO-indexed, verdict-tagged, TTL=never, no edit path
"The fortress does not receive. It issues."
§3 — DYNARUBE × BOON × XML SPINE
DYNARUBEXML alphaXML pulseXML routesXML verdictXML ttl
MONOLITH0 (solid)never0requiredNEVER
CLUSTER0.2γ₁/2πcrew_countoptional30d
THERMAL0.5VRAM-ratecompute_routesoptional7d
MESH0.7route-rateNoptional7d
GRAPH0.8driftedge_countoptionalNEVER (knowledge)
FORTRESS0 (armored)red-pulse0REQUIREDNEVER
§4 — SOT LIVING GRAPH INTEGRATION
Each dynarube type renders differently in the SOT galaxy (/sot-galaxy). The living graph updates as boons fire and return.

MONOLITH: bright fixed star — never moves in the SOT galaxy
CLUSTER: nebula — cluster of dim stars orbiting a center point
THERMAL: variable star — changes color/brightness by compute load
MESH: relay station — many edges, medium brightness
GRAPH: knowledge cloud — largest node count, highest edge density
FORTRESS: dark star — minimal visibility, only emits verdict events
§5 — UNITY DATA CATALOGUE V13 EXTENSION
Every asset in the Unity Data Catalogue now carries a dynarube field:
{"asset_id": "ASSET-DOOM-GEBBDOOM-001", "name": "fabiensanglard/gebbdoom", "boon_id": "BOON-FABIEN-001", "gamma1_stratum": 14.417019594061687, "vps_hash": "sha256:...", "catan_shape": "CASTLE", "dynarube": "MESH", "sostle_layer": "L3", "doom_layer": "GZDOOM_PORTAL", "sot_rendering": "relay_station", "unity_catalogue_version": "v13"}