Architecture for visitors

Engine Overview

Abyssal Engine combines an editor shell, project system, authoring tools, runtime scene layer, and WebGPU renderer into one pipeline.

Major Engine Layers

This page maps the big pieces of Abyssal Engine and how they communicate.

Project Layer
  → owns saved content and configuration

Authoring Layer
  → editor shell, content browser, Wings Assembler

Runtime Layer
  → scenes, actors, components, gameplay systems

Rendering Layer
  → WebGPU ReflectionLit frame output

For file layout, asset types, and content browser workflows, see Projects & Assets.

Project System

Owns authored assets, scenes, recipes, and project-wide configuration.

Authoring Tools

Wings Assembler, editors, and browser pages create and shape content.

Runtime Scene

Scenes become live actors with components, behaviors, and gameplay services.

Renderer

WebGPU turns runtime scene state into the visible frame.

Play Boundary

Pressing Play switches from authoring into runtime without leaving the project.

WingsWorld & WingScript

Later layers for assembling a playable experience and directing gameplay rules.

Wings Assembler Workflow

Project
  → Assets and Scenes
  → Authoring Tools
  → Play Runtime Context
  → Actors + Components + Gameplay
  → WebGPU Renderer

Wings Assembler is the embedded modular authoring workspace used to build Fragment assets inside the editor.

Guiding Philosophy

  • Build games, not demos.
  • Morninghollow is the proving ground.
  • Documentation is part of the architecture.
  • Modularity must solve real production problems.

Technology Stack

  • TypeScript + WebGPU
  • gl-matrix for math
  • Vite for builds

Tool Philosophy

Abyssal was not created to replace other engines. It cooperates with them. Blender remains the preferred bridge for broad content interchange.

Related Reading