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GENOPOOL

Document GP-DOC-01: Overview

What is GENOPOOL

GENOPOOL is a racing game of genetically modified creatures on Solana, operated under the Genopool Industries™ Participatory Genetic Census. You capture wild specimens with a random but fully readable genome, evolve them through deterministic breeding, and race them on physical tracks that rotate every hour.

The model is skill-money: talent wins, not the draw. GENOPOOL is a contest of skill, not a game of chance. Nothing random is ever sold; every payment buys a known good at a known price, after full disclosure; and race outcomes are a pure, replayable function of player inputs on a seed published before entry.

The loop

  1. Capture: scan a wild spawn for free and read 100 % of its stats. Keep it only if you want to: the cage is a fixed price, paid after you have seen everything. → Capture, Wild spawns
  2. Breed: cross two specimens. The outcome is deterministic and previewable in full before you pay. Variety comes from catalysts collected by playing, never bought. → Breeding
  3. Race: enter the hourly track. Same seed for everyone in the bracket, map revealed before entry; choosing which creature to field is itself a layer of skill. → Race format
  4. Trade: list a specimen on the registry. Its genome, pedigree and record travel with it on-chain. → Marketplace & registry

The pillars

One bit-deterministic engine

The entire simulation is written once, in TypeScript with the Rapier physics engine (enhanced-determinism build), and runs identically in the browser and in the headless balancing harness. The rules that make it bit-exact:

timestep     = 1/60 s, fixed accumulator (never variable delta-time)
randomness   = seeded PRNG (mulberry32), seed passed explicitly, no Math.random
iteration    = deterministic order everywhere (no unordered Set/Map traversal)

Consequences, all free once determinism holds:

FeatureWhy it follows
Replaysa replay is the list of timestamped inputs (a few KB), not a video
Ghostsre-run any input trace next to a live race
Anti-cheatthe server re-simulates the input trace and compares the clock
Provably fairpublished seed → anyone can re-run the race and verify the result

A genome you can read, end to end

Every gene is visible at the scanner, free, before any payment. There are no hidden values of any kind, and none tied to money. The specimen sheet NFT displays the stats: information is the aesthetic. → Genome, Stats, Terrain matrix

Deterministic, previewable breeding

A cross has exactly one outcome, computed by the same open engine, shown in full before payment. No breeding lottery exists anywhere in the system. → Breeding

Provably fair randomness

Wild-spawn genomes and hourly map seeds come from Switchboard On-Demand, published on-chain. Randomness decides what appears in the world, never what you pay for, and never who wins a race. → Provably fair

State and proofs on-chain, computation off-chain and verifiable

LayerWhere
Creatures (NFT, genome as on-chain attributes)on-chain
Payments (USDC-SPL)on-chain
Hourly map seeds, wild-spawn genomes (Switchboard)on-chain
Race proofs (replay hashes)on-chain
Physics simulationoff-chain, deterministic, open-source, replayable by anyone
Matchmaking, leaderboards, spawn placementoff-chain, derived from published seeds

No chain runs a physics engine at 60 Hz. GENOPOOL's claim is precise: state and proofs on-chain, computation off-chain and verifiable by anyone.

Two currencies, zero bridge

USDCField Scrip
Naturereal money, on-chain (USDC-SPL)soft in-game counter, off-chain
Obtained bydeposits, tournament prizes, marketplace salesplaying, only
Buysknown goods at known prices (cages, breeding, tickets, slots, cosmetics)comfort and quality-of-life
Transferable / withdrawableyesno (structurally)

All the randomness in the game (spawns, drops, expeditions) lives in the Scrip domain, which has no value by construction: no purchase, no transfer, no conversion, no peg, ever. All the money lives in a domain with no randomness. → Economy

Pay-for-convenience, never pay-to-win

Money buys comfort and time (stable slots, cosmetics, finished goods from other players on the marketplace), never a competitive edge unreachable by playing. In every race with a prize pool, loadouts are normalized and stat caps apply per bracket; the ledger balance of a player is mathematically absent from the result. Ranks are raced, never bought. → Rating & divisions

Nothing random is ever for sale

No loot boxes, no mystery packs, no paid capture attempts. The lasso is granted by playing (daily quota, race drops, expeditions): paying for the throw would be paying for the draw, and that is structurally excluded.

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