THE COMPLETE INDEX

A whole engine, organized.

Browse every guide, contract, research note, and supporting record. Search inside every section with Ctrl K.

131 documents
Reference4 min

Adaptive quality

Open Menu → Settings → Visual quality.

Reference6 min

Agent instructions

These instructions record the user's correction after repeated small diagnostic increments displaced visible feature delivery.

Guide3 min

Animation clips

The development branch adds a GLB TRS clip importer and a stateless presentation-time pose evaluator.

Evidence2 min

Animation clips CI player error

Saved browser state and diagnostic context from an implementation check.

Evidence2 min

Animation clips CI probe error

Saved browser state and diagnostic context from an implementation check.

Guide6 min

Animation state

The development runtime now connects the existing AnimationState component to rigid and skeletal model poses.

Evidence2 min

Animation state initial browser error

Saved browser state and diagnostic context from an implementation check.

Plan42 min

Architecture & product plan

Understand the architecture, product boundaries, and systems behind Dusk.

Guide3 min

Arrival points

On the engine development branch, gateways can target named positions and headings in a destination place.

Guide4 min

Asset work

Runtime texture transport and semantic admission now yield to ordinary event-loop tasks.

Guide5 min

Authored models

World format 3 connects imported geometry to persistent authored entities, canonical ECS presentation, static collision and shared gameplay state.

Evidence5 min

Authored portal second · arrival error

Saved browser state and diagnostic context from an implementation check.

Evidence6 min

Authored portal second · publication error

Saved browser state and diagnostic context from an implementation check.

Evidence1 min

Authored portal third · arrival error

Saved browser state and diagnostic context from an implementation check.

Guide12 min

Authoring contracts

packages/authoring and npm run author provide a file-based authoring path into the real compiler and Simulation.

Guide4 min

Authoring proposals

External tools can inspect the saved authoring world and propose the same structured transactions used by the atelier.

Reference7 min

Authoritative rooms

The opt-in trusted profile runs the same character simulation on the room server and in the browser.

Record3 min

Beta decisions

Date: October 24, 2026.

Reference11 min

Build worker

services/build-worker runs the trusted prefab compiler in a separate Node process and coordinates revision-checked results.

Guide22 min

Buoyancy

Create Driftwood cove from the editor's new-world templates, Save, then Apply and open the shared playtest.

Record12 min

Capability matrix

The First Light is a scoped two-player cooperative beta candidate, built from the engine plan.

Guide11 min

Character motor

The owned Rapier adapter now sets the current integration duration before computing the character sweep.

Reference8 min

Checkpoints & replay

Simulation.checkpoint() captures the complete state used by the current simulation profile at a completed boundary.

Guide3 min

Collaborative saves

The browser editor opts into disjoint-property merging.

Reference6 min

Component catalog

The catalog in packages/schema/builtins.ts now defines the original 17 components plus KinematicPlatform and PlatformRoute.

Reference17 min

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…

Guide8 min

Control service

This is the server transaction layer for roadmap milestone 8.

Guide7 min

Coolify deployment

Configure and operate the Darkwind reference game on a Dusk host.

Reference12 min

Core contracts

Storage, systems, mutation barriers, and the contracts beneath a shared world.

Evidence5 min

Creator panel keyboard context

Saved browser state and diagnostic context from an implementation check.

Guide16 min

Creator tasks

Open Creator tasks… in the atelier.

Guide5 min

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.

Reference3 min

Darkwind · The First Light

Darkwind is the reference game built with the Dusk engine.

Guide7 min

Darkwind playtest

Start the reference-game playtest and understand its scoped persistence.

Guide4 min

Day night

Places can carry a repeating cycle of sunrise, daylight, sunset and moonlight.

Record298 min

Delivery history

Current delivery state followed by the full, chronological implementation record.

Guide9 min

Dusk compatibility

Engine naming, retained identifiers, storage compatibility, and ownership.

Reference34 min

Dusk identity and Darkwind reference-game plan

Status: in progress on codex/dusk-identity.

Guide8 min

Dusk overview

The engine, the tools, and the first commands to start a shared world.

Reference12 min

ECS presentation

packages/presentation consumes an independent EntityStore journal cursor and produces version-2 presentation messages.

Reference4 min

Entity identity

The runtime distinguishes stable entity IDs from process-local index/generation handles.

Guide4 min

Equipment

The development player can carry or stow an owned item while keeping it in inventory.

Record9 min

Feature inventory

The frozen feature inventory and its implementation record.

Evidence3 min

Frame submission initial error

Saved browser state and diagnostic context from an implementation check.

Guide3 min

Gamepad input

Connect a controller that the browser exposes with the standard mapping, then press a button to wake it.

Guide4 min

Garden ferry example

Run npm run dev:ferry, then open http://localhost:5180 in two browser profiles (or a normal and private window).

Guide4 min

GLB import

The glb-static.1 compiler creates immutable model artifacts from self-contained GLB 2 files.

Guide3 min

GPU uploads

Model catalog installation now divides buffer transfers, texture base64 conversion and texture uploads into cooperative batches.

Reference6 min

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…

Guide7 min

Host health

Persistent rooms report bounded operational measurements alongside their fenced lease.

Guide8 min

Host lifecycle

A persistent room keeps its identity, engine release and PostgreSQL ledger when its process restarts.

Plan19 min

Implementation roadmap

Follow the dependencies and acceptance targets across the engine roadmap.

Guide3 min

Input actions

packages/input is a device-neutral action map with a keyboard adapter.

Guide9 min

Live revisions

Saved drafts can now be applied to a shared development room from the atelier.

Reference1 min

LLM implementation plans

These documents define bounded work for future implementation.

Guide7 min

Material graphs

The surface graph compiler is an engine foundation for the material/effect tools in milestone 12.

Guide5 min

Material textures

The glb-textured.1 artifact connects embedded PNG/JPEG images to imported opaque base color, metallic/roughness and emissive materials.

Guide3 min

Model admission

Model validation now returns a reusable immutable artifact within one JavaScript realm.

Guide6 min

Model LOD

The renderer now selects lower triangle-count variants for small, distant imported models.

Evidence3 min

Model pool residency initial · error context

Saved browser state and diagnostic context from an implementation check.

Guide4 min

Model rendering

WebGPURenderer.replaceModel(artifact) installs one complete glb-static.1 model beside the existing primitive presentation scene.

Guide10 min

Object & vehicle crossings

Lantern passage is an early shared playtest for carrying connected cedar decks and their riders between two places.

Reference13 min

Observatory & capabilities

The development player now places its owned WebGPU renderer in a dedicated worker when worker WebGPU and canvas transfer are available.

Guide31 min

Owned physics

Physics ownership, room integration, replay, capacity, and measured limits.

Guide5 min

Panel workshop

Select one saved object in the atelier and open Panel workshop….

Guide4 min

Particle effects

The first particle path supplies soft, additive, depth-tested billboards for glowing motes and embers.

Guide6 min

Persistent backups

The backup tool preserves a consistent PostgreSQL snapshot and every retained engine referenced by its published releases.

Reference13 min

Persistent rooms

This opt-in runtime connects the Lantern House, Rain Garden and Old Sanctuary to PostgreSQL.

Guide3 min

Place authoring

The engine development branch can add a connected place without replacing the existing world.

Reference3 min

Place interest

Current clients subscribe to character presence in their current place and, when supported, the single destination of its authored window.

Reference4 min

Place residency

The player installs models for its current place and any active one-hop portal destination, plus the shared traveler rig.

Reference6 min

Player accounts

An invited player can sign in on another browser and return to their existing room traveler, inventory and progress.

Guide4 min

Player input

Held movement and keyboard look now run on a 50 ms main-thread timer, independently of animation frames.

Evidence6 min

Player portal initial · error context

Saved browser state and diagnostic context from an implementation check.

Reference5 min

Player recovery

A room owner can replace a lost browser credential without creating a new traveler or moving inventory between identities.

Evidence6 min

Portal interest initial · place error

Saved browser state and diagnostic context from an implementation check.

Evidence6 min

Portal interest initial · portal error

Saved browser state and diagnostic context from an implementation check.

Evidence2 min

Portal live initial · error context

Saved browser state and diagnostic context from an implementation check.

Evidence2 min

Portal reference initial · error context

Saved browser state and diagnostic context from an implementation check.

Guide8 min

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.

Reference7 min

Presentation protocol

The owned WebGPU renderer now consumes a render-only scene through present(message).

Guide7 min

Ragdolls

Marionette court introduces an original articulated beech mannequin with a teal vest and brass joints.

Evidence2 min

Relay shutdown CI replay error

Saved browser state and diagnostic context from an implementation check.

Evidence2 min

Relay shutdown CI worker error

Saved browser state and diagnostic context from an implementation check.

Record14 min

Release & acceptance

Commit-specific qualification, acceptance evidence, and the release handoff.

Guide4 min

Remote actors

The development player now projects remote travelers from Simulation.entities, the same entity store used by the local motor and authored world.

Reference4 min

Render graph

The production WebGPU renderer now encodes its shadow, scene and postprocessing passes from a compiled texture graph.

Reference3 min

Render visibility

The WebGPU backend rejects primitive bounds outside each pass's frustum before submitting instance batches.

Guide47 min

Restricted behaviors

Select a static object in the atelier, open Behavior…, and choose Custom response.

Guide4 min

Retained engine builds

These are retained builds of the Dusk engine.

Guide4 min

Rivers

A river recipe carves a real terrain channel with a flat bed, sloping banks and sand near the water.

Guide14 min

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.

Reference12 min

Room protocol

The development relay keeps gameplay protocol 4 and persistent rooms keep protocol 1.

Reference43 min

Room routing

A driver can now use an authored visible room doorway while seated.

Reference4 min

Runtime recovery

On codex/engine-foundations, a stalled or faulted simulation worker can recover without reloading the player page.

Guide3 min

Scripted patrols

A format-4 scene object may bind patrol: {name, color, route, conversationSeconds} to a dialogue interaction through its existing interaction field.

Guide59 min

SDK & The Meridian

Define a game, build a portable release, and learn from The Meridian.

Reference3 min

Shader activation

The WebGPU renderer accepts a complete trusted scene/post WGSL pair through replaceShaders.

Guide7 min

Shared travelers

The development player now renders remote travelers using the original Darkwind rig.

Evidence2 min

Shared travelers CI probe error

Saved browser state and diagnostic context from an implementation check.

Evidence3 min

Shared travelers resource assertion

Saved browser state and diagnostic context from an implementation check.

Reference4 min

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.

Guide5 min

Skeletal animation

The development branch imports GLB skins, samples their joint poses and renders linear blend deformation in color and shadow passes.

Evidence2 min

Skeletal CI player error

Saved browser state and diagnostic context from an implementation check.

Evidence2 min

Skeletal CI probe replay error

Saved browser state and diagnostic context from an implementation check.

Evidence2 min

Skeletal CI probe retry error

Saved browser state and diagnostic context from an implementation check.

Guide4 min

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.

Guide2 min

Sliding props

World format 4 supports an interaction with kind: 'push' and push: {offset, steps}.

Guide2 min

Spatial audio

Enable sound with the speaker button.

Research4 min

Spawn research

Public-source research, architectural inferences, and the limits of that evidence.

Guide5 min

Surface materials

The glb-surface.1 profile adds tangent-space normal maps and ambient occlusion to the imported material path.

Guide4 min

Swimming

Travelers can enter a pool, float, swim together and return to shore.

Guide14 min

Terrain

packages/terrain owns a versioned, editable heightfield source and bounded chunk compiler.

Guide14 min

Terrain streaming

The bounded terrain streaming workflow is delivered; broader scale, transition polish and full performance qualification remain open.

Guide5 min

Texture compiler

packages/assets/texture.ts compiles PNG/JPEG source into a content-addressed RGBA8 artifact with a complete mip chain.

Guide43 min

Tilemaps

The first playable 2D profile connects tile painting to the normal world editor, publication, shared rooms and saved player state.

Guide4 min

Touch input

Touch-capable browsers show a movement pad and Jump/Run buttons while playing.

Guide19 min

Traveler artwork

The approved character direction, visual acceptance, and completed polish record.

Evidence1 min

Traveler CI multiplayer error

Saved browser state and diagnostic context from an implementation check.

Guide9 min

Trusted behaviors

The optional packages/behavior runtime is integrated with Simulation.

Guide5 min

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.

Reference14 min

Visible portals

Authored gateways can show one upright rectangular window per place, with up to two destination views in a chain during shared play.

Guide11 min

Voxels

The atelier now supports source-retaining volumetric ground, shared saved revisions and a walkable Stone hollow template.

Guide4 min

Water

A place can contain one bounded rectangular water surface with moving ripples, soft edges, view-dependent reflection color and sunlight highlights.

Reference1 min

Wayfarer character source

vita.vrm is pixiv Inc.'s Vita, also called β Ver AvatarSample_3.

Guide6 min

Weather

An authored outdoor area can carry rain or snow.

Guide4 min

Woodland

The landscape tool grows alder, silver birch and hazel from a saved, seeded recipe.

Guide7 min

Workspace access

The atelier supports individual owner, editor and viewer keys for a private workspace.

Guide33 min

World Atelier

Select, transform, collaborate, and publish from Dusk World Atelier.

Reference5 min

World compiler

packages/compiler.compileWorld(world) owns, validates and freezes a deterministic manifest for the current primitive authoring format.

Guide4 min

World lettering

World lettering places readable signs inside the scene.