Keep the runtimehonest.
KriZek2D is a Windows-first proprietary C++20 engine and dockable 2D editor for teams who want scene data, fixed-time simulation, and authoring tools to remain inspectable.
One engine library. A real editor. A sample game that has to survive the same runtime.
The current engine contains the C++20 library, a dockable Win32/DirectX 11 authoring application, and the Crystal Collector sample game. It is built around bounded fixed updates, stable scene ownership, and durable JSON scene data.
The boring parts are the product.
The implementation focuses on predictable lifecycle and data behavior before broadening rendering scope.
Bounded time and safe lifecycle
A capped fixed-update accumulator advances scene work and both physics worlds without letting a stalled frame create unlimited catch-up work. Startup validation and shutdown are designed to roll back safely on partial failure.
Scenes that remain readable
Source-control-friendly .kzscene JSON documents preserve stable IDs, hierarchy, supported components, and editor/runtime state. Saves use strict parsing, full precision, and atomic replacement where Windows permits.
A purposeful 2D runtime
The supported path covers software-rendered sprites, camera/layer behavior, WIC image decoding, 2D collision, tile data, animation, audio, and in-editor play controls. Hardware 3D is not represented as production-ready.
The editor is part of the workflow, not a mock-up of one.
SCENE & INSPECTOR
Build a parent/child scene tree, select objects, reparent safely, inspect properties, and retain a 100-step history of authored changes.
2D VIEWPORT
Use move, rotate, scale, snapping, adaptive grids, collision overlays, image-backed sprites, and a runtime-aligned game preview.
ASSET & TILE FLOW
Scan the project tree, import supported assets, work with serialized TileMap layers, and carry animation data through runtime and editor.
DEACON BRIDGE
Exchange constrained editor state, commands, events, and path-safe open-file requests with the KriForge/Deacon workspace.
What the site can accurately claim today
| Specification Parameter | Value / Standard | Technical Details |
|---|---|---|
| Primary implementation | C++20 / Windows native | Engine library plus native editor and sample game. |
| Supported production path | 2D | Software 2D rendering, camera/layer ordering, debug overlays, and tile/scene workflows. |
| Scene persistence | .kzscene JSON | Strict parsing, stable IDs, supported component round trips, and atomic replacement where supported. |
| Editor shell | Win32 / DirectX 11 / Dear ImGui | Dockable authoring application separate from exported games. |
| 3D status | Experimental | The DirectX 11 3D renderer is scaffolding, not the public production claim. |
Complete the 2D asset loop before expanding the promise.
Texture atlases, tile resources, production physics, richer animation, runtime UI, tested 3D rendering, and cross-platform backends are future work. They are intentionally not presented as release-ready capabilities.
Build a more inspectable game loop.
Request engine-preview access or pair the engine’s project workflow with the KriForge desktop workbench.
