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ALTERED BRILLIANCE IS LIVE ON GOOGLE PLAY. Read the product story

Kri Zek
KRIZEK2D / PROPRIETARY C++20 ENGINE

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.

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A NATIVE 2D FOUNDATION

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.

Windows-first2D production path3D renderer remains experimental
THE RELIABILITY LAYER

The boring parts are the product.

The implementation focuses on predictable lifecycle and data behavior before broadening rendering scope.

01 / MODULE

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.

Fixed timestepLifecycle guardrailsJolt-backed 3D physics
02 / MODULE

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.

.kzsceneAtomic savesUndo / redo
03 / MODULE

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.

Software 2DWIC assetsScene editor
DOCKABLE AUTHORING

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.

CURRENT ENGINE CONTRACT

What the site can accurately claim today

Specification ParameterValue / StandardTechnical Details
Primary implementationC++20 / Windows nativeEngine library plus native editor and sample game.
Supported production path2DSoftware 2D rendering, camera/layer ordering, debug overlays, and tile/scene workflows.
Scene persistence.kzscene JSONStrict parsing, stable IDs, supported component round trips, and atomic replacement where supported.
Editor shellWin32 / DirectX 11 / Dear ImGuiDockable authoring application separate from exported games.
3D statusExperimentalThe DirectX 11 3D renderer is scaffolding, not the public production claim.
ROADMAP, NOT MARKETING

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.

KRIZEK2D ENGINE PREVIEW

Build a more inspectable game loop.

Request engine-preview access or pair the engine’s project workflow with the KriForge desktop workbench.