Rengine / docsProject documentation

Explanation

Motivation

Understand the design decisions, alternatives, and limits.

Rengine isolates the parts of a game or rendering engine that sit below visible content: how entities are represented, how transforms compose through parents, how rendering can be swapped, and how update logic stays separate from drawing.

The visual vocabulary is deliberately small. Boxes, folders, paths, rotations, and debug markers are enough to stress the runtime boundaries without burying the engine model under art assets.

Rengine is best read as a transform debugger that happens to render animated scenes. The question is not whether it can ship a game. The question is whether the runtime makes a child box's final position explainable after its own position, its anchor, a parent folder, a component update, and the renderer's coordinate conventions all interact.

  • Primary goal: make scene graph and transform behavior visible.
  • Implementation target: a small TypeScript engine with canvas and React render paths.
  • Demo target: live inspection of runtime scenes, transforms, and component labels.