Kronos v0.1.0-alpha
Kronos 0.1.0-alpha
This is the first alpha release of Kronos — a Vulkan-based reference
game engine and creator platform, built from source with an
11,022-check automated test suite backing it. Every feature below is
real, working code in this repository, not a mockup or a stated future
plan.
Kronos Core Engine
- Vulkan PBR renderer — cascaded shadow maps, ray-traced shadows via
inlineVK_KHR_ray_querywhere the device supports it (falling back
to rasterized CSM otherwise), screen-space reflections, HDR bloom, and
ACES tone mapping. - Dynamic day/night weather cycle — time-of-day lighting, weather
state blending (clear/rain/fog and beyond), with a real, deliberate
isolation boundary so indoor/preview scenes (Avatar Shop, Home,
Studio) stay on neutral, weather-independent lighting instead of
bleeding outdoor conditions into a UI context. - ECS architecture — an EnTT-backed entity/component registry
(core::ECS) shared, unmodified, byengine_runtimeandstudio
alike: what you place and edit in Studio is the exact same live data
the runtime simulates and renders. - Jolt physics, a sandboxed Luau scripting VM (per-script memory/time
budgets, real hot-reload), and real-time multiplayer with client
prediction/server reconciliation.
Kronos Studio
- Command Palette (Ctrl+K) — a VS Code-style floating action search:
execute registered commands (Spawn Baseplate,Toggle Physics Debug,Clear Engine Log) or type an entity name to jump the
viewport camera straight to it. - Live Lua Script Hot-Reload — the Script Editor is wired to a real,
entity-attachedcore::Scriptcomponent; saving while Play-testing
reloads just that script's environment in place, without resetting
physics, the ECS, or the camera. - Network Conditioning Bar — real Latency (0/50/150/300ms) and
Packet Loss (0/2/5/10%) presets in the toolbar, applied directly to
NetworkSession's live ENet transport for testing multiplayer code
under real bad-connection conditions. - F3 Performance Profiler — a toggleable overlay with a live frame-
time graph, draw call count, GPU memory, and Lua VM memory usage,
reachable via F3 or View → Performance Overlay. - Viewport Surface Snapping (End) — a real downward raycast from the
selected entity's own origin, dropping it flush onto the surface
below; paired with independent Grid Snap (0.25/1.0/5.0m) and Angle
Snap (15°/45°/90°) toolbar controls for transform gizmo operations. - Also included: an Explorer/Inspector/Viewport with a real ImGuizmo
translate/rotate/scale gizmo, multi-selection property editing, a
right-click "Enter Formula" popup for live math expressions
(+10,*2,180 - 45) on Position/Rotation/Scale fields, Undo/Redo,
autosave with multi-slot crash recovery, and a One-Click Package
Exporter (File → Package World).
Avatar System 2.0
- Skinned skeletal rigging — an 18-bone humanoid skeleton with real
GPU vertex skinning (bone matrices, joint indices/weights), driving
idle/walk/run/jump animation clips. - Vertex-color hair gradients — real per-vertex color authoring and
interpolation through the render pipeline, giving hair strands a
genuine root-to-tip gradient rather than a single flat material color. - RuntimeShell state management — a real, tested state machine
drivingengine_runtime's Home/Session-Browser/In-Game flow, with
live LAN session discovery and join/leave handling.
Network & Safety
- Integrated ENet network conditioning — real send-side latency and
packet-loss simulation in the transport layer itself (ENetTransport):
latency delays the actual packet send via a local queue; loss only
ever drops unreliable sends, since a dropped reliable packet with no
retry would break the reliability guarantee it's supposed to have on
a real lossy network too. - Local profanity filtering — a real, leetspeak-aware, word-boundary-
preserving chat filter (moderation::ProfanityFilter), fully wired
intoNetworkSession's chat broadcast path, gated by per-world safety
settings. - zlib-compressed
.kronosworld packaging — a real, custom deflate-
compressed archive format bundling scene data, a relative asset
manifest, scene-authored scripts, and an optional captured thumbnail
into a single portable file.
Verification
- 4 build targets (
engine_core,studio,engine_runtime,
engine_tests), each rebuilt clean from scratch for this release with
zero compiler warnings. - 11,022 / 11,022 automated checks passing.
- Both
studioandengine_runtimemanually launched and confirmed
stable post-build.
Known limitations
This is an alpha. Notably: no CI-stamped build numbering (version is
hand-bumped), SSR is a single-frame raster fallback with no temporal
accumulation, .kronos packaging bundles an asset manifest rather
than asset file contents, and several Studio panels (Mesh colliders in
Play mode, PhysicsMaterial round-tripping through saved scenes) have
real, stated scope boundaries documented inline in the source. See
docs/ for the fuller account of what's deliberately out of scope this
pass.