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Stardust Engine

The demo Rust codebase that the context engine and agent orchestrator operate on every day. A 100K+ line game engine used as a real-world fixture — these features ship because the agents shipped them.

P2P Multiplayer

Ship competitive multiplayer without netcode headaches. Deterministic lockstep architecture over Steam P2P networking — all simulation state flows through a single command queue. No desync-prone patterns, seeded RNG with sub-seeds, coordinate mirroring for perspective-invariant play.

ECS & Code Generation

Game logic scales with code generation, not manual wiring. ECS, entity graph, localization, shaders, and gameplay configs — all generated from templates and data files at build time. Add a component once, get storage, serialization, and graph integration automatically. The codebase generates itself.

Rendering & UI

Custom wgpu rendering pipeline with HDR, bloom, and MSDF text — no Unity, no Unreal, no runtime licensing. Flexbox-based UI system with 3D billboard raycasting, slide animations, toast notifications, and data tables. Everything renders in-engine, no web views or middleware.

Physics & Game Loop

Three-phase game loop — input at 240Hz, simulation at 60Hz fixed, render at variable rate. Rapier-backed physics with force-based and teleport movement. Waypoint pathfinding with callback-based arrival events. Designed for deterministic simulation from the ground up.

Built with

RustwgpuRapierTaffySteam SDK