KosunoEvaluate Kosuno

Kosuno

An illustrated floating world with a terraced island, a floating Kosuno logo, trees and an elevated railway

01 · Architecture

Clear boundaries.
Connected systems.

Game logic, authoring tools and platform integration have distinct responsibilities. Shared contracts keep them in agreement as your project grows.

Project-owned
Game packagesRules · components · tools
Authored contentScenes · prefabs · assets
Shared package resolver + capability contracts
Shared engine

Scene runtime · rendering · physics · scripts · UI

Independent state model: commands · changes · snapshots · model time

Explore the boundaries

Author, extend, and inspect.

Project packages add components, inspectors, panels, importers and documents through open registries. Play uses the shared engine simulation; Stop restores the authored scene.

Editor tools remain in the authoring host.

How the architecture fits together →

02 · Game state & authority

One model.
From gameplay to authority.

Keep game rules independent of the scene, renderer and platform. Tracked resources, commands and model time form a foundation you can run in the game, in tests and on a headless server.

Intent → accepted state

  1. 01
    Submit a command

    A validated intent with an origin and a model tick.

  2. 02
    Track what changed

    Old and new values, map keys and resource lifecycle.

  3. 03
    Use the same records

    Rollback, persistence, subscriptions and authority synchronization.

Test rules without the engine

The state crate has no scene, GPU or physics dependency. Exercise the model directly with controlled time and commands.

Predict locally. Reconcile with authority.

Client and server run the same model. Durable numbered batches, checksums and ownership fencing support recovery and reconciliation.

State contracts and authority architecture →

Rollback covers supported tracked mutations. Authority adapters exist; production accounts, scene integration and multi-server routing remain incomplete.

Human & agent workflow

Build with agents.
Stay in control.

Give an agent access to the running game: its state, its controls and the results of its actions. Use MCP to connect your tools, then inspect the evidence together.

One game. A shared verification loop.Workflow illustration

See what the game knows.

Read state, available actions, command outcomes and script errors together. A capture can show the same frame, so the image and the evidence agree.

A coherent starting point for the next decision.

Illustrative call & evidence

observe
{ "capture": true }

State · actions · command outcomes · same-frame image

Author

Edit through the editor.

Inspect component schemas, change properties and apply scene patches as undoable edits. Project packages can expose their own tools.

Exercise

Use the composed game.

Run the project’s player in a headless session. Step without a GPU for logic checks, or render offscreen to inspect the real image.

Connect

Bring your MCP client.

The MCP adapter exposes the engine’s structured protocol. Query the connected host’s methods to discover what it can do now.

Available operations depend on the host and mode. Automation runs in development and test hosts.

Connect an agent →

03 · Iteration

Build your game.
Keep the engine prebuilt.

The SDK compiles your Rust packages against its engine libraries. Change game code, rebuild it in the background, and reload it in the editor with build-identity checks and schema-based state restoration.

Native game code

Reload at a defined boundary

SDK editors swap packages in Edit mode. Changes compiled during Play wait until Stop. A failed compilation keeps the last working library loaded.

Project tools

Extend the authoring workflow

Register your own inspectors, panels, asset formats and importers. Runtime components stay independent of the editor UI.

Iteration paths

Rust, Rhai and asset reload

Use native packages for systems and rules, scripts for gameplay behavior, and per-file reload for supported assets. Explore the workflow →

04 · Game UI & presentation

An interface connected
to your game.

Bind animated vector inputs to game state. Keep language choice in player preferences. Render many widgets through shared atlas pages, with runtime state owned by the scene.

Inside Kosuno Native engine captures · 1280 × 720
Kosuno native scroll example with a shop list and a horizontally snapping card carousel.
Native scroll example · drag, flick, clipping and item snapping.

State → animated inputs

Use the values you already own.

Numbers, colors, booleans and text drive vector inputs through the same state-binding system as other UI properties. Edit previews show declared defaults without changing saved data.

Widgets → shared atlas

Keep static work still.

Static page
Dynamic page

Static pages update on change. Animated widgets move to dynamic pages and render together. The UI composites their regions as ordinary batched quads.

Text → player locale

Keep meaning in game state.

Text carries a key and arguments. Labels resolve it using the player's locale and ICU plural rules. Pseudo-localization and table checks expose translation and layout errors.

The captures run in the native player; this viewer does not run the engine. Atlas blocks illustrate the architecture. RTL, translator exchange and per-locale content loading remain unfinished.

UI & localization architecture →

05 · Reproducibility & automation

Capture a running game.
Continue from its state.

Execution checkpoints hold the work in progress, from a physics solver to an animated interface. Recordings and failure bundles connect a report to the run that produced it, with structured observations for developers, CI and AI agents.

Restore & continue Architecture illustration
Execution stateCheckpointContinue
Original
Restored

Compare the state held by each section as execution continues.

More than a game save

Physics solverheld
Scripts & timersheld
Navigation ordersheld
Vector transitionsheld
Resume the work in progress.

Tests restore a unit mid-path and vector art mid-transition, then compare continued state frame by frame. Recordings carry per-section digests to locate differences.

  1. 01

    Record

    Input, time, storage reads and asynchronous delivery points.

  2. 02

    Reproduce

    Check build, package and content identity; compare state hashes.

  3. 03

    Diagnose

    Inspect state, command outcomes, logs and a capture at the failure.

  4. 04

    Regress

    Convert recorded interactions into a repeatable scenario.

Exact replay targets the same build and platform, within declared state coverage. Execution checkpoints refuse unsupported runtime state by name.

Verification and its boundaries →

Shared sessions & replay

Reopen the run.
Take it from there.

Watch a native game in your browser while an agent inspects the same session. Open a recording, pause to investigate, then take control and continue live.

StonefallNative engine capture
Restore the moment. Try a different outcome.

A Machina-fractured gateway collapses, repeats from the same checkpoint, then reacts to a different launch direction.

About this demo →
From recorded input to live controlInteractive explanation
ReplayRecorded input

Return to the recorded run.

The recording drives input, timing and external readings. Identity checks and sampled state hashes help establish whether the replay matches.

Run startsRecorded frames →

This diagram explains the workflow; it does not launch a game. Current playback controls are Pause/Play, +5 seconds and Restart. Taking control continues live; a new recording with parent-run lineage is planned.

Browser review

Share a running game.

Native frames stream over WebRTC. Up to four viewers can watch one session using a view link. A separate control link also permits input.

Explicit handoff

One controller at a time.

People and agent connections share input ownership. Taking or releasing control clears held input; viewers can keep watching during the handoff.

Restore & continue

Keep execution state.

Checkpoints capture registered runtime state. The session API can restore a checkpoint and verify the recorded frames that follow it.

Streaming currently supports local and LAN development. Audio, a clickable replay timeline and arbitrary backward seeking remain unfinished.

Replay sessions and their boundaries →

06 · Content & deployment

Know what ships.
Know why it is there.

One dependency graph connects content inspection and build planning. Follow references, see inclusion reasons, and validate requirements against the capabilities of the actual player.

Author → cook

Readable source, checked output

Scenes, clips, controllers, materials and environments cook to binary assets. The cooker checks decoded output against the parsed source before accepting it.

Procedural → baked

Author with Machina. Ship assets.

Bake graph outputs into ordinary Kosuno assets. A project using baked outputs can leave Machina out of the player when it needs no runtime generation.

Build → release

Traceable local releases

Hash-addressed objects and catalogs identify native releases. Supported content-only changes can update a local release without compiling its player.

Content-only compatibility has explicit restrictions. Remote delivery and publication remain planned.

Content contracts →

07 · Worlds & resource lifetime

Simulation follows
the game.

A player, vehicle or server observer can define where entities stay active. Streaming belongs to the scene, so the same system runs in a visible player and on a headless host.

Entity simulation sourcesArchitecture illustration
PlayerServer observer
Active near a source Streamed out

Entity lifetime

Independent of the camera.

Explicit sources set simulation radii. A sparse spatial index finds returning entities; a margin prevents repeated boundary thrashing. Entity streaming works without the voxel package.

Voxel chunk preparation

Read ahead. Adopt ready work.

Chunk reads and decoding run on the content executor. Native workers prepare them off the main thread; single-threaded Web advances preparation within a frame budget.

Edited chunks↔Memory↔Device cache

On native hosts, edited chunks can spill beyond the memory limit and load back when needed. The cache is session scratch; game saves provide persistence.

Entity sources and voxel residency are distinct: the voxel window still follows one view. Web persistent storage and remote content delivery remain planned; large indivisible decode steps can exceed the frame budget.

Streaming & storage contracts →

08 · Rendering

Extend the renderer.
Inspect the cost.

Kosuno renders with wgpu through a feature-driven render graph. Features declare their passes and resources, the graph validates dependencies, culls passes with unused outputs and pools compatible transient textures by lifetime. Stable graph structures reuse compiled analysis. The mesh path works on its own; voxel ray marching is a backend the voxel package adds.

illustrative render graph unused outputs → no GPU execution
Mesh
  1. Depth prepass
  2. Shadow maps
  3. Opaque
Voxel (package)
  1. Brick DDA march
Post
  1. SSRculled · no consumer
  2. TAA
  3. Upscale
UI + Vector
  1. UI
  2. Vector coverage
→ swapchain

Shaders

Materials without engine changes

A material names a shader and its properties. Custom .rvsl shaders are tracked assets: the renderer reflects their uniforms and fills them from the material, and they hot-reload.

Settings

Live-tunable

Rendering and environment settings load from ProjectSettings/ and can be tuned live. A setting that changes compiled shader branches rebuilds that one pipeline; anything else is a uniform and applies on the next frame.

Profiling

Per-pass inspection and profiling

The graph inspector exposes passes and resource use. Per-pass GPU timestamps and exported profiler data help measure the selected workload on real hardware, Android included. Read the mobile command-memory investigation →

Pooling reuses exact-descriptor textures with disjoint lifetimes. Device gains depend on the workload.

Render graph architecture →

09 · Engineering evidence

Claims you can
inspect.

Workload-specific measurements and executable contracts make the architecture assessable. Each result has a scope.

Execution checkpoints · October 17, 2026

Keep solver state.
Rebuild immutable shapes.

The physics checkpoint reuses shapes from the rebuilt scene and captures the solver state needed to continue. Shape compatibility is checked before accepting the restored world.

Physics section

9.42 MB0.61 MB

Capture

7.6 ms0.53 ms

Restore

11.4 ms0.94 ms

Documented local release-build measurement: 451 bodies, 1,801 contacts, a 131k-triangle ground, 50 hulls and 400 boxes. These timings cover the physics section, not an entire game restore or disk I/O. Results depend on hardware and scene.

Mesh batching · October 15, 2026

Same node scene.
Fewer submissions.

The generated town benchmark contains 5,351 mesh entities, including 50 moving cars. These counts compare its node-based scene before and after automatic batching and persistent GPU records.

Camera draws

3,7953

Shadow draws

466

Records uploaded / frame

3,82450

The documentation reports pixel-identical output before and after this optimization. Counts describe this scene; they are not a general frame-rate claim. Device timings, resolution, run conditions and variation are recorded with the benchmark.

State contracts

Compare against a reference model

Generated command sequences exercise rollback, record replay, resource lifecycle and snapshots against an independent model.

Authority foundations

Test failure and recovery

Fault tests drop, duplicate and reorder messages, restart clients and servers, and check durable state convergence. Production service integration remains incomplete.

Composition

Check hosts in isolation

Separate builds check default and reduced engine, editor and player compositions so workspace feature unification cannot hide missing gates.

10 · Capabilities

A foundation for
the game you are building.

Scenes, prefabs, scripting, game UI and input form the core. Add the specialized systems your project needs through packages.

Rendering & animation

Mesh rendering, materials and shaders; skeletal and property animation, controllers, blend spaces, root motion, IK and morph targets.

Physics & navigation

Rigid bodies and compound colliders behind a solver-neutral API, with an optional navigation package for navmeshes and pathfinding.

Optional capabilities

Destructible voxel volumes, GPU vector graphics, Story playback and Machina procedural geometry extend the shared foundation.

09 · Evaluate Kosuno

Put the architecture
to work.

Review the implementation status, build the editor, and test a representative workload on your target hardware. Setup and SDK instructions explain the available development paths.

terminal macOS · Linux · Windows
# first build also prepares offline launches
$ cargo build --locked -p kosuno_editor -p xtask
$ ./run-editor.sh            # run-editor.cmd on Windows

# an optimized editor for performance work
$ ./run-editor.sh --release

# ship a player
$ cargo xtask web build
$ cargo xtask android build