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60 FPS Real-Time Reflex Simulation
Reproduction of maubaron/typesafe-smash by Maurice Baron. Graphically demonstrates why 800 ms frontier LLMs crash while 16 ms System 1 models dodge obstacles at 60 FPS.
Jev System 1
Active Brain
16 ms
Decision Latency
60 FPS
Frame Rate
0
Obstacles Dodged
0
Crashes
Status: SIMULATION RUNNING
Legend:
■ Agent
▲ Hazard Obstacle
Jev Choice Primitives:
jump() · duck() · run()
The Physics of Reflexes
At 60 frames per second, a real-time game tick allows only 16.6 milliseconds of compute. When an autonomous agent queries an 800 ms LLM, 48 physics ticks pass before the model responds. By the time the LLM outputs a jump action, the hazard has already collided with the player.
TypeSafe Jev and fast System 1 models evaluate deterministic probability tensors on every single frame. This enables real-time robotics, Super Smash Bros combat agents, and high-velocity web interactions.