Overview
The ideas behind the Klorad API, one per page, in the order the code builds on them.
Klorad's API is not a collection of features. It is one model, taken from the doctoral thesis behind Klorad, and every export maps to a class in it. Once you know the model, the API is predictable: you can guess where a capability lives and what it may and may not do.
@klorad/accessHow people and devices reach the world: Worlds, entitlement, audit.@klorad/api/integrationHow the world is coupled to reality: sources, devices, connectors.@klorad/api/worldOwns meaning. Pure TypeScript: no React, no renderer, no database.SpaceTimePhysical correspondenceInteraction and actuation@klorad/engine-threeDraw what World defines.@klorad/reactDeclare objects, read state with hooks.Read these pages in order the first time. Each one explains one idea, shows the smallest code that uses it, and links to the sandbox page that runs it.
The model
Three layers and four pillars, and the rule about who may call whom.
Space
Every scene is anchored on Earth; positions are real places.
The scene and its events
The one place world state changes, and the ordered stream every change becomes.
Physical correspondence
Digital Object, Digital Shadow, Digital Twin: how each object relates to the physical world.
Time
Readings ordered by when they were observed, not when they arrived.
Integration
Sources of readings and devices that accept commands.
Interaction and actuation
Action, Entitlement, Behaviour, Animation: one way, always.
Worlds and access
Entitled views of one twin, and the audit log.
Rendering
Renderers draw what World defines and never change it.
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