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.
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.
Built to move without losing the project.
The upgraded foundation connects project configuration, runtime behavior, scene data, physics, assets, and packaging through explicit contracts.
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.
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.
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.
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.
What Majestic Engine supports today
| Specification Parameter | Value / Standard | Technical Details |
|---|---|---|
| Primary implementation | C++20 / Windows native | Engine library, native dockable editor, and Crystal Collector sample game. |
| Supported production path | 2D | Software 2D rendering, cameras, sprites, animation, tile workflows, audio, collision filtering, gravity, and raycasts. |
| Project & scene data | Manifest + .kzscene JSON | Root-aware project discovery, strict parsing, stable IDs, atomic saves, and backward-compatible script persistence. |
| Editor shell | Win32 / DirectX 11 / Dear ImGui | Dockable authoring with isolated play mode, project settings, validation, and staged packaging. |
| Windows delivery | Validation-gated package | Packages an existing runtime executable and referenced dependencies; it does not build, sign, or install. |
| 3D status | Experimental | 3D scene data, glTF ingestion, and physics scaffolding are not a production rendering guarantee. |
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.
Build a more inspectable game loop.
Request engine-preview access or pair the native authoring workflow with Majestic Helios IDE.
