Graphics#

Drawable entities carry components the renderer finds by query. A sprite contributes one quad; a TileChunk contributes a grid of static tiles.

  • Shapes: rectangles, circles, rounded boxes, rings and the other silhouettes.
  • Materials: shader contract, coverage, surface properties and emission.
  • Layers: depth bands, sorting, coordinate spaces and parallax.
  • Animation: sprite sheets, tags, fixed-step playback and pivots.
  • TileChunks: static 16×16 grids and chunk-local edits.
  • 3D rendering: models, skinning, morphs, materials, lights and shadows.
  • Particles: GPU effects, emitter playback and pool sizing.
  • Views: ordered cameras and split-screen composition.
  • Post-processing: custom WGSL passes and uniforms.
  • Text: font atlases, glyph entities and layout.
  • Screenshots: PNG capture and RGBA pixel readback.
  • Rendering benchmarks: capacity and measured completed-frame costs.

Continue with Tiled maps, Building interfaces, and the graphics API.