Project System
Owns authored assets, scenes, recipes, and project-wide configuration.
Architecture for visitors
Abyssal Engine combines an editor shell, project system, authoring tools, runtime scene layer, and WebGPU renderer into one pipeline.
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.
Owns authored assets, scenes, recipes, and project-wide configuration.
Wings Assembler, editors, and browser pages create and shape content.
Scenes become live actors with components, behaviors, and gameplay services.
WebGPU turns runtime scene state into the visible frame.
Pressing Play switches from authoring into runtime without leaving the project.
Later layers for assembling a playable experience and directing gameplay rules.
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.
Abyssal was not created to replace other engines. It cooperates with them. Blender remains the preferred bridge for broad content interchange.