A whole engine, organized.
Browse every guide, contract, research note, and supporting record. Search inside every section with Ctrl K.
Adaptive quality
Open Menu → Settings → Visual quality.
Agent instructions
These instructions record the user's correction after repeated small diagnostic increments displaced visible feature delivery.
Animation clips
The development branch adds a GLB TRS clip importer and a stateless presentation-time pose evaluator.
Animation clips CI player error
Saved browser state and diagnostic context from an implementation check.
Animation clips CI probe error
Saved browser state and diagnostic context from an implementation check.
Animation state
The development runtime now connects the existing AnimationState component to rigid and skeletal model poses.
Animation state initial browser error
Saved browser state and diagnostic context from an implementation check.
Architecture & product plan
Understand the architecture, product boundaries, and systems behind Dusk.
Arrival points
On the engine development branch, gateways can target named positions and headings in a destination place.
Asset work
Runtime texture transport and semantic admission now yield to ordinary event-loop tasks.
Authored models
World format 3 connects imported geometry to persistent authored entities, canonical ECS presentation, static collision and shared gameplay state.
Authored portal second · arrival error
Saved browser state and diagnostic context from an implementation check.
Authored portal second · publication error
Saved browser state and diagnostic context from an implementation check.
Authored portal third · arrival error
Saved browser state and diagnostic context from an implementation check.
Authoring contracts
packages/authoring and npm run author provide a file-based authoring path into the real compiler and Simulation.
Authoring proposals
External tools can inspect the saved authoring world and propose the same structured transactions used by the atelier.
Authoritative rooms
The opt-in trusted profile runs the same character simulation on the room server and in the browser.
Beta decisions
Date: October 24, 2026.
Build worker
services/build-worker runs the trusted prefab compiler in a separate Node process and coordinates revision-checked results.
Buoyancy
Create Driftwood cove from the editor's new-world templates, Save, then Apply and open the shared playtest.
Capability matrix
The First Light is a scoped two-player cooperative beta candidate, built from the engine plan.
Character motor
The owned Rapier adapter now sets the current integration duration before computing the character sweep.
Checkpoints & replay
Simulation.checkpoint() captures the complete state used by the current simulation profile at a completed boundary.
Collaborative saves
The browser editor opts into disjoint-property merging.
Component catalog
The catalog in packages/schema/builtins.ts now defines the original 17 components plus KinematicPlatform and PlatformRoute.
Content streaming
The place-content.4 transport separates a fully validated source world into a small manifest, one source unit per place, one unit per distinct imported model artifact and independently…
Control service
This is the server transaction layer for roadmap milestone 8.
Coolify deployment
Configure and operate the Darkwind reference game on a Dusk host.
Core contracts
Storage, systems, mutation barriers, and the contracts beneath a shared world.
Creator panel keyboard context
Saved browser state and diagnostic context from an implementation check.
Creator tasks
Open Creator tasks… in the atelier.
Cutout materials
The glb-masked.1 profile adds glTF MASK materials to the owned renderer, including color, depth and both directional and point-light shadow passes.
Darkwind · The First Light
Darkwind is the reference game built with the Dusk engine.
Darkwind playtest
Start the reference-game playtest and understand its scoped persistence.
Day night
Places can carry a repeating cycle of sunrise, daylight, sunset and moonlight.
Delivery history
Current delivery state followed by the full, chronological implementation record.
Dusk compatibility
Engine naming, retained identifiers, storage compatibility, and ownership.
Dusk identity and Darkwind reference-game plan
Status: in progress on codex/dusk-identity.
Dusk overview
The engine, the tools, and the first commands to start a shared world.
ECS presentation
packages/presentation consumes an independent EntityStore journal cursor and produces version-2 presentation messages.
Entity identity
The runtime distinguishes stable entity IDs from process-local index/generation handles.
Equipment
The development player can carry or stow an owned item while keeping it in inventory.
Feature inventory
The frozen feature inventory and its implementation record.
Frame submission initial error
Saved browser state and diagnostic context from an implementation check.
Gamepad input
Connect a controller that the browser exposes with the standard mapping, then press a button to wake it.
Garden ferry example
Run npm run dev:ferry, then open http://localhost:5180 in two browser profiles (or a normal and private window).
GLB import
The glb-static.1 compiler creates immutable model artifacts from self-contained GLB 2 files.
GPU uploads
Model catalog installation now divides buffer transfers, texture base64 conversion and texture uploads into cooperative batches.
Graphics recovery
An unexpected WebGPU device loss now pauses the player's input and audio, releases pointer capture, and shows “Rekindling the light.” The simulation worker, room connection, authority…
Host health
Persistent rooms report bounded operational measurements alongside their fenced lease.
Host lifecycle
A persistent room keeps its identity, engine release and PostgreSQL ledger when its process restarts.
Implementation roadmap
Follow the dependencies and acceptance targets across the engine roadmap.
Input actions
packages/input is a device-neutral action map with a keyboard adapter.
Live revisions
Saved drafts can now be applied to a shared development room from the atelier.
LLM implementation plans
These documents define bounded work for future implementation.
Material graphs
The surface graph compiler is an engine foundation for the material/effect tools in milestone 12.
Material textures
The glb-textured.1 artifact connects embedded PNG/JPEG images to imported opaque base color, metallic/roughness and emissive materials.
Model admission
Model validation now returns a reusable immutable artifact within one JavaScript realm.
Model LOD
The renderer now selects lower triangle-count variants for small, distant imported models.
Model pool residency initial · error context
Saved browser state and diagnostic context from an implementation check.
Model rendering
WebGPURenderer.replaceModel(artifact) installs one complete glb-static.1 model beside the existing primitive presentation scene.
Object & vehicle crossings
Lantern passage is an early shared playtest for carrying connected cedar decks and their riders between two places.
Observatory & capabilities
The development player now places its owned WebGPU renderer in a dedicated worker when worker WebGPU and canvas transfer are available.
Owned physics
Physics ownership, room integration, replay, capacity, and measured limits.
Panel workshop
Select one saved object in the atelier and open Panel workshop….
Particle effects
The first particle path supplies soft, additive, depth-tested billboards for glowing motes and embers.
Persistent backups
The backup tool preserves a consistent PostgreSQL snapshot and every retained engine referenced by its published releases.
Persistent rooms
This opt-in runtime connects the Lantern House, Rain Garden and Old Sanctuary to PostgreSQL.
Place authoring
The engine development branch can add a connected place without replacing the existing world.
Place interest
Current clients subscribe to character presence in their current place and, when supported, the single destination of its authored window.
Place residency
The player installs models for its current place and any active one-hop portal destination, plus the shared traveler rig.
Player accounts
An invited player can sign in on another browser and return to their existing room traveler, inventory and progress.
Player input
Held movement and keyboard look now run on a 50 ms main-thread timer, independently of animation frames.
Player portal initial · error context
Saved browser state and diagnostic context from an implementation check.
Player recovery
A room owner can replace a lost browser credential without creating a new traveler or moving inventory between identities.
Portal interest initial · place error
Saved browser state and diagnostic context from an implementation check.
Portal interest initial · portal error
Saved browser state and diagnostic context from an implementation check.
Portal live initial · error context
Saved browser state and diagnostic context from an implementation check.
Portal reference initial · error context
Saved browser state and diagnostic context from an implementation check.
Prefabs
packages/world/prefabs.ts compiles saved prefab source into ordinary world-format-2 content, the existing primitive manifest, a dependency index and source mappings.
Presentation protocol
The owned WebGPU renderer now consumes a render-only scene through present(message).
Ragdolls
Marionette court introduces an original articulated beech mannequin with a teal vest and brass joints.
Relay shutdown CI replay error
Saved browser state and diagnostic context from an implementation check.
Relay shutdown CI worker error
Saved browser state and diagnostic context from an implementation check.
Release & acceptance
Commit-specific qualification, acceptance evidence, and the release handoff.
Remote actors
The development player now projects remote travelers from Simulation.entities, the same entity store used by the local motor and authored world.
Render graph
The production WebGPU renderer now encodes its shadow, scene and postprocessing passes from a compiled texture graph.
Render visibility
The WebGPU backend rejects primitive bounds outside each pass's frustum before submitting instance batches.
Restricted behaviors
Select a static object in the atelier, open Behavior…, and choose Custom response.
Retained engine builds
These are retained builds of the Dusk engine.
Rivers
A river recipe carves a real terrain channel with a flat bed, sloping banks and sand near the water.
Room capacity
Fresh, sequential, uncontended runs on Intel Core Ultra X7 358H / Linux x64 / Node 22.23.4 use room-simulation.1, 60 warm-up + 300 measured ticks, 16 actual trusted motors and 128 bodies.
Room protocol
The development relay keeps gameplay protocol 4 and persistent rooms keep protocol 1.
Room routing
A driver can now use an authored visible room doorway while seated.
Runtime recovery
On codex/engine-foundations, a stalled or faulted simulation worker can recover without reloading the player page.
Scripted patrols
A format-4 scene object may bind patrol: {name, color, route, conversationSeconds} to a dialogue interaction through its existing interaction field.
SDK & The Meridian
Define a game, build a portable release, and learn from The Meridian.
Shader activation
The WebGPU renderer accepts a complete trusted scene/post WGSL pair through replaceShaders.
Shared travelers
The development player now renders remote travelers using the original Darkwind rig.
Shared travelers CI probe error
Saved browser state and diagnostic context from an implementation check.
Shared travelers resource assertion
Saved browser state and diagnostic context from an implementation check.
Simulation time
Ticks, input sequences, ECS commit ticks, scheduler ticks and event sequence/tick/expiry values have the unsigned 64-bit range 0–18,446,744,073,709,551,615.
Skeletal animation
The development branch imports GLB skins, samples their joint poses and renders linear blend deformation in color and shadow passes.
Skeletal CI player error
Saved browser state and diagnostic context from an implementation check.
Skeletal CI probe replay error
Saved browser state and diagnostic context from an implementation check.
Skeletal CI probe retry error
Saved browser state and diagnostic context from an implementation check.
Sky
Places can now carry a static authored sky: a zenith-to-horizon gradient, a lower ground reflection, a soft sun disc/glow and diffuse ambient light shaped by the surface normal.
Sliding props
World format 4 supports an interaction with kind: 'push' and push: {offset, steps}.
Spatial audio
Enable sound with the speaker button.
Spawn research
Public-source research, architectural inferences, and the limits of that evidence.
Surface materials
The glb-surface.1 profile adds tangent-space normal maps and ambient occlusion to the imported material path.
Swimming
Travelers can enter a pool, float, swim together and return to shore.
Terrain
packages/terrain owns a versioned, editable heightfield source and bounded chunk compiler.
Terrain streaming
The bounded terrain streaming workflow is delivered; broader scale, transition polish and full performance qualification remain open.
Texture compiler
packages/assets/texture.ts compiles PNG/JPEG source into a content-addressed RGBA8 artifact with a complete mip chain.
Tilemaps
The first playable 2D profile connects tile painting to the normal world editor, publication, shared rooms and saved player state.
Touch input
Touch-capable browsers show a movement pad and Jump/Run buttons while playing.
Traveler artwork
The approved character direction, visual acceptance, and completed polish record.
Traveler CI multiplayer error
Saved browser state and diagnostic context from an implementation check.
Trusted behaviors
The optional packages/behavior runtime is integrated with Simulation.
Vehicles
Alder court is an early shared driving scene: an original cedar deck with iron rims, brass wheel hubs and a bow marker, on a sunlit stone courtyard.
Visible portals
Authored gateways can show one upright rectangular window per place, with up to two destination views in a chain during shared play.
Voxels
The atelier now supports source-retaining volumetric ground, shared saved revisions and a walkable Stone hollow template.
Water
A place can contain one bounded rectangular water surface with moving ripples, soft edges, view-dependent reflection color and sunlight highlights.
Wayfarer character source
vita.vrm is pixiv Inc.'s Vita, also called β Ver AvatarSample_3.
Weather
An authored outdoor area can carry rain or snow.
Woodland
The landscape tool grows alder, silver birch and hazel from a saved, seeded recipe.
Workspace access
The atelier supports individual owner, editor and viewer keys for a private workspace.
World Atelier
Select, transform, collaborate, and publish from Dusk World Atelier.
World compiler
packages/compiler.compileWorld(world) owns, validates and freezes a deterministic manifest for the current primitive authoring format.
World lettering
World lettering places readable signs inside the scene.
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