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Kri Zek
MAJESTIC ENGINE / PROPRIETARY C++20

Keep the runtimehonest.

Formerly KriZek2D, Majestic Engine by Kri Zek is a Windows-first proprietary C++20 engine and dockable 2D editor built around inspectable scenes, bounded simulation, and reliable project packaging.

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Majestic Engine scene nodes, transforms, scripts, and collision systems
MAJESTIC ENGINE / INSPECTABLE NATIVE RUNTIME
MAJESTIC, BY DESIGN

A new public identity. A stronger production contract.

Majestic Engine is the upgraded public name for the technology previously presented as KriZek2D. Existing KriZek2D paths, C++ headers, namespaces, build targets, manifest filenames, bridge IDs, and scene extensions remain stable inside the product to protect compatibility.

Windows-first2D production path3D remains experimental
THE CURRENT ENGINE

Built to move without losing the project.

The upgraded foundation connects project configuration, runtime behavior, scene data, physics, assets, and packaging through explicit contracts.

01 / MODULE

Manifest-driven projects

A shared, validated project manifest resolves the project root, asset root, main scene, window settings, fixed timing, and prebuilt runtime without depending on the process working directory.

Project discoveryAsset rootsRelocatable runtime
02 / MODULE

Gameplay that survives round trips

Ordered multiple-script persistence retains legacy single-script data and preserves unresolved script types as inert placeholders. Scene changes are queued safely outside active lifecycle traversal.

Native C++ scriptsScene transitionsStable data
03 / MODULE

A real 2D collision layer

Fixed-step gravity, solid AABB separation, triggers, symmetric collision layers and masks, tile filtering, and nearest-hit raycasts provide a practical 2D gameplay foundation.

GravityLayers & masksRaycasts
EDITOR TO PACKAGE

The editor now carries more of the production truth.

PROJECT SETTINGS

Edit the project name, window size, resizable state, physics rate, and maximum fixed updates, then save those values back to the project manifest.

VALIDATION

Check boot data, cameras, transforms, physics values, script registration, and missing or external texture, tile, audio, and model references before packaging.

ATOMIC WINDOWS PACKAGE

Stage scenes and referenced dependencies, including external glTF buffers and images, then swap the package atomically. Export consumes a prebuilt executable and does not compile one.

MAJESTIC HELIOS BRIDGE

Exchange versioned editor state, commands, events, and path-safe open-file requests with the Majestic Helios development workspace.

Validated project dependencies moving into a staged portable package
VALIDATE / STAGE / PACKAGE / ATOMIC SWAP
CURRENT ENGINE CONTRACT

What Majestic Engine supports today

Specification ParameterValue / StandardTechnical Details
Primary implementationC++20 / Windows nativeEngine library, native dockable editor, and Crystal Collector sample game.
Supported production path2DSoftware 2D rendering, cameras, sprites, animation, tile workflows, audio, collision filtering, gravity, and raycasts.
Project & scene dataManifest + .kzscene JSONRoot-aware project discovery, strict parsing, stable IDs, atomic saves, and backward-compatible script persistence.
Editor shellWin32 / DirectX 11 / Dear ImGuiDockable authoring with isolated play mode, project settings, validation, and staged packaging.
Windows deliveryValidation-gated packagePackages an existing runtime executable and referenced dependencies; it does not build, sign, or install.
3D statusExperimental3D scene data, glTF ingestion, and physics scaffolding are not a production rendering guarantee.
PRECISE BY DEFAULT

A capable engine, without inflated promises.

Majestic Engine is currently a Windows-first beta foundation. Cross-platform backends, a production 3D renderer, signing, installer generation, richer rigid-body physics, and broader asset pipelines remain future work.

MAJESTIC ENGINE PREVIEW

Build a more inspectable game loop.

Request engine-preview access or pair the native authoring workflow with Majestic Helios IDE.