Runtime first
Kernel runtime, ECS scheduler, job safety, and stable boot/teardown rules are treated as production foundations.
It is being designed as a serious engine stack, not a renderer demo. Runtime, editor shell, build graph, plugin system, licensing, and launcher activation are all moving toward one stable production base.
Kernel runtime, ECS scheduler, job safety, and stable boot/teardown rules are treated as production foundations.
The UI target is hard: fixed response, retained-mode rendering, virtualization, no drag stutter, and no blocking on heavy background tasks.
Compile, bake, sign, package, and launch are part of the same system. The launcher is not a disconnected afterthought.
The UI architecture targets retained-mode rendering, virtualization, and fixed response within one frame even under heavy background work.
The build pipeline is designed as a DAG-driven orchestrator that compiles once, bakes runtime blobs, signs outputs, and packages per platform target.
The graphics stack emphasizes validation, offline shader compilation, pipeline caching, multi-queue thinking, and stable device-lifetime control.
That means less separation between editor, launcher, licensing, and build operations. The product story should stay coherent from the first sign-in to the final package.
One account, one launcher, one entitlement model, one production path. No fractured ownership of identity, billing, and engine activation.
Explicit contracts, deterministic build behavior, signed plugin surfaces, and clear operational boundaries for the future product suite.
Website access, launcher sessions, editor launch tickets, and future billing all run on the same API foundation.