# `tecs` Modules nested under `tecs`. Nothing is required by this name itself. ## Submodules | Module | Description | | --- | --- | | `tecs.application` | The host-neutral application lifecycle. | | `tecs.assets` | Acquires assets without blocking the host, and owns what a caller holds. | | `tecs.audio` | Clips, voices, groups, keyed limits, and entity-owned sound. | | `tecs.ecs` | The entity component system shared by game code and engine systems. | | `tecs.files` | Where a game reads content from and where it is allowed to write. | | `tecs.gfx` | The public scene-rendering values a game spawns. | | `tecs.gpu` | 2 modules | | `tecs.host` | Managed-call bridge between the Rust application host and Nupp game state. | | `tecs.input` | Keyboard, pointer, touch and gamepad state folded from typed platform events. | | `tecs.mcp` | The MCP debug server, its tool registry, and the tools every build exposes. | | `tecs.physics` | Rigid-body simulation as part of the world. | | `tecs.platform` | 6 modules | | `tecs.sequence` | Snapshot-safe programs, waits, ownership, actions, and tween timelines. | | `tecs.tiled` | Tiled TMX maps and TSX tilesets, loaded by the official Rust tiled crate. | | `tecs.ui` | Retained interfaces made from Tecs entities, with layout computed by Taffy. | | `tecs.watch` | Watches content for changes and hands settled ones to reload handlers. |