engine.ne

//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.

ComponentTechnology
Enginenu-Engine (web-first bespoke runtime)
Prototype UIReact + TypeScript
Frontend RuntimeNative TypeScript/ReScript + HTML/CSS/JS/SVG + WebAudio
GPU LayerWebGL / WebGPU
Acceleration LayerWebAssembly
Desktop / Native LayerTauri + 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:

  1. Engine-side: All game systems, rendering layers, UI, and tools live inside a custom web runtime
  2. 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

data_block
let buildRenderMode = target =>
  ({
    desktop: {shell: 'tauri', backend: 'rust'},
    browser: {shell: 'web', backend: 'http'},
  })[target] || {shell: 'web', backend: 'http'}

Core Layers

FeatureDescription
React + TypeScriptPrototype-facing UI and rapid iteration surface
TypeScript / ReScriptCore frontend application and systems logic
HTML / CSS / JS / SVGBrowser-native UI, layout, vector rendering, and interaction
WebAudioMusic, feedback, and timing-sensitive audio systems
WebGL / WebGPURendering and GPU-driven effects
WebAssemblyNative-speed execution for hot paths
Tauri + RustDesktop 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:

ModuleScope
Movement & ParkourPlayer locomotion, parkour maneuvers, traversal physics, flow state
Combat & AbilitiesWeapons, melee, ability system, type effectiveness, damage calculation
AI & BehaviorEnemy AI, NPC routines, faction-specific behavior profiles
World & EnvironmentLevel streaming, environmental effects, dynamic events, weather
UI & HUDInterface elements, menus, HUD overlays, minimap
Audio & MusicSFX, adaptive music, spatial audio, voice playback
Networking & OnlinePhantom Echoes, World State Drift, Challenge Contracts
Save & LoadState persistence, checkpoints, progression tracking
Modding & ScriptingCommunity content APIs and runtime-safe tooling hooks
Cinematics & StorytellingCutscenes, dialogue trees, narrative event triggers
Physics & CollisionRigid bodies, collision detection, environmental hazards
Animation & VFXCharacter animation blending, particles, visual shaders
Input & ControlsInput mapping, controller support, rebinding
Dynamic DifficultyAuto-adjustment based on player performance metrics
Localisation & AccessibilityLanguage support, accessibility features, subtitle formatting

Performance Targets

TierHardware TargetResolutionFPS TargetSettings
Mid-rangeGTX 1060 / RX 5801080p60 FPSHigh
High-endRTX 2070 / RX 5700 XT1440p120 FPSUltra

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:

FeatureDescription
Phantom EchoesTranslucent recordings of other players' movement paths through the city
World State DriftGlobal events subtly influenced by aggregate player choices across all sessions
Challenge ContractsTime trials, combat gauntlets, and traversal challenges with community leaderboards
Faction Influence TrackingCommunity-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

LayerTechnologyRole
DesktopTauriNative window, file system access, system integration
PortableWebAssemblyCross-platform accelerated runtime modules
WebBrowser / PWABrowser-based access and installable prototype delivery

The same web-native codebase runs across browser and desktop targets with minimal platform-specific adaptation.

NU-EDEN.VERSE v.0.9.1nERF-NET v1.4.3
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