nu-Eden: Sundered Skies
//Engine
The technical architecture behind nu-Eden: Sundered Skies — a bespoke web-first engine built from scratch for browser play and desktop distribution through Tauri.
▸nu-Engine
nu-Engine is a bespoke game engine forked from three.js and similar libraries, purpose-built for nu-Eden's parkour action gameplay and cyberpunk visual style. It is not based on Godot, Unity, Unreal, or any existing game engine — it is a custom solution from the ground up.
| Component | Technology |
|---|---|
| Engine | nu-Engine (web-first bespoke runtime) |
| Prototype UI | React + TypeScript |
| Frontend Runtime | Native TypeScript/ReScript + HTML/CSS/JS/SVG + WebAudio |
| GPU Layer | WebGL / WebGPU |
| Acceleration Layer | WebAssembly |
| Desktop / Native Layer | Tauri + Rust |
Architecture
The engine handles rendering, physics, scene orchestration, and interface flow through the web platform directly. The prototype is built with React and TypeScript, while the broader frontend stack uses native TypeScript/ReScript, WebAssembly, WebGL/WebGPU, the browser's HTML/CSS/JS/SVG engine, and WebAudio.
This split keeps the project fully web-native while still supporting desktop distribution. Tauri provides the application shell and Rust handles native-side capabilities, so the design does not assume players will only ever interact with it through a browser.
▸Stack Philosophy
The stack is intentionally web-first and PC-first at the same time.
Design Philosophy
- ▪PC-first interaction — keyboard, controller support, and high-fidelity rendering are the baseline
- ▪Browser reach — the prototype remains playable in a standard browser
- ▪Desktop delivery — Tauri packages the same frontend for desktop distribution
- ▪Performance scaling — WebAssembly and GPU APIs cover the hot paths where they matter
In-Game Role
The stack serves two purposes inside nu-Eden:
- ▪Engine-side: All game systems, rendering layers, UI, and tools live inside a custom web runtime
- ▪Player-facing: Players can access the prototype in a browser or through a desktop build without the project being reauthored for a different engine
Sample Code
let buildRenderMode = target =>
({
desktop: {shell: 'tauri', backend: 'rust'},
browser: {shell: 'web', backend: 'http'},
})[target] || {shell: 'web', backend: 'http'}
Core Layers
| Feature | Description |
|---|---|
| React + TypeScript | Prototype-facing UI and rapid iteration surface |
| TypeScript / ReScript | Core frontend application and systems logic |
| HTML / CSS / JS / SVG | Browser-native UI, layout, vector rendering, and interaction |
| WebAudio | Music, feedback, and timing-sensitive audio systems |
| WebGL / WebGPU | Rendering and GPU-driven effects |
| WebAssembly | Native-speed execution for hot paths |
| Tauri + Rust | Desktop packaging, host integration, and native services |
Delivery Model
The game is meant to be PC-first, but it is built entirely on the web. That means the same frontend can be presented in a browser during prototyping and packaged as a desktop application later without abandoning the underlying runtime model.
▸Modular System Design
nu-Engine is composed of hot-swappable modules communicating through well-defined interfaces. Any module can be replaced or extended independently:
| Module | Scope |
|---|---|
| Movement & Parkour | Player locomotion, parkour maneuvers, traversal physics, flow state |
| Combat & Abilities | Weapons, melee, ability system, type effectiveness, damage calculation |
| AI & Behavior | Enemy AI, NPC routines, faction-specific behavior profiles |
| World & Environment | Level streaming, environmental effects, dynamic events, weather |
| UI & HUD | Interface elements, menus, HUD overlays, minimap |
| Audio & Music | SFX, adaptive music, spatial audio, voice playback |
| Networking & Online | Phantom Echoes, World State Drift, Challenge Contracts |
| Save & Load | State persistence, checkpoints, progression tracking |
| Modding & Scripting | Community content APIs and runtime-safe tooling hooks |
| Cinematics & Storytelling | Cutscenes, dialogue trees, narrative event triggers |
| Physics & Collision | Rigid bodies, collision detection, environmental hazards |
| Animation & VFX | Character animation blending, particles, visual shaders |
| Input & Controls | Input mapping, controller support, rebinding |
| Dynamic Difficulty | Auto-adjustment based on player performance metrics |
| Localisation & Accessibility | Language support, accessibility features, subtitle formatting |
▸Performance Targets
| Tier | Hardware Target | Resolution | FPS Target | Settings |
|---|---|---|---|---|
| Mid-range | GTX 1060 / RX 580 | 1080p | 60 FPS | High |
| High-end | RTX 2070 / RX 5700 XT | 1440p | 120 FPS | Ultra |
Performance is a first-class design constraint, not an afterthought.
Optimisation Strategies
- ▪LOD scaling — dynamic model, texture, and effect LOD based on distance and performance budget
- ▪Occlusion culling — aggressive culling of unseen objects in nu-Eden's dense vertical environments
- ▪Async streaming — background asset loading to prevent hitching during high-speed parkour traversal
- ▪Custom shaders — hand-optimised shaders for the game's visual style across hardware tiers
- ▪Multi-threading — parallel processing of AI, physics, and rendering
- ▪Adaptive quality — automatic graphics adjustment based on real-time performance metrics
▸Networking
nu-Eden is primarily a single-player experience with asynchronous, opt-in online elements:
| Feature | Description |
|---|---|
| Phantom Echoes | Translucent recordings of other players' movement paths through the city |
| World State Drift | Global events subtly influenced by aggregate player choices across all sessions |
| Challenge Contracts | Time trials, combat gauntlets, and traversal challenges with community leaderboards |
| Faction Influence Tracking | Community-wide faction dominance metrics affecting world state |
All online features are non-intrusive and can be fully disabled. No competitive PvP at launch.
▸Security & Modding
Given moddable systems and sandbox elements (especially Zaia Koruzana's debug mode), security focuses on containment rather than restriction:
- ▪Sandbox and debug tools are isolated at runtime
- ▪Online components validate state transitions server-side
- ▪Anti-tamper systems protect narrative flags and progression data
- ▪Modding is encouraged — online features require a "clean state" validation
- ▪Cheating is treated as a single-player concern, not a moral failure
▸Platform Architecture
| Layer | Technology | Role |
|---|---|---|
| Desktop | Tauri | Native window, file system access, system integration |
| Portable | WebAssembly | Cross-platform accelerated runtime modules |
| Web | Browser / PWA | Browser-based access and installable prototype delivery |
The same web-native codebase runs across browser and desktop targets with minimal platform-specific adaptation.