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.