BITPICKE Engine (Noesis)

Category: Low-Level Engine / Assembly Implementation
Codebase: Noesis Repository

BITPICKE (E for Existence) is a complete tabletop roleplaying system implemented in x86 assembly. It functions as a high-performance “headless” engine for character management, scenario execution, and physicalized logic resolution.

The Technical Spine: Assembly & Complex Math

My goal was to translate the abstract PICK (Physique, Intuition, Cognition, Kinesthesia) model into a performant, digital-native format without high-level abstraction overhead.

1. Functional Assembly Architecture

The engine is built on functional programming principles in assembly, consisting of several modular components:

2. Attribute-Driven IK & Physics

I mapped the PICK attributes directly into the Inverse Kinematics (IK) solver’s heuristics:

Domain-Specific Language (PICK Language)

The engine features a built-in DSL for rapid character definition and scenario scripting.

PICK> COG = 6
PICK> INT = 4
PICK> PHY = 2
PICK> KIN = 4
PICK> GODLESS
PICK> LOCK
Character locked. Entering play mode.

Scenario Runner & Activities

The script runner executes .run files. Scenarios like Castles Burning in the Night use the engine to manage tactical states, inventory restrictions (capped at 50 weight), and archetype biases (LARGE, AGILE, BALANCED).


BITPICKE is a proof-of-concept for logic-first game development, where the system is resolved at the bitwise and register level.