02 / Components
A collection
of useful parts.
Libraries have distinct jobs. A game composes them into an experience, without making that game a dependency of the engine.
01scene / script / program / world
World & behavior
Scene assembly, reflected components, trusted Luau scripts, and game-owned world composition. Data is validated before publication; application contracts keep authority and presentation responsibilities separate.
02assets / offline tools
Assets & cooking
Mesh import and optimization, measured LODs, texture mip chains, content-addressed shared texture banks, and provenance. Runtime packages consume validated cooked formats instead of linking source importers.
03physics / character / vehicle / movement
Simulation & movement
Authority-owned Box3D integration and reusable movement components. Consumers choose the gameplay composition. Physical state stays on its owning simulation, while visual actors can remain presentation-only.
04network / discovery / persistence
Connections & state
Input validation, snapshots, interpolation, and transport adapters. Native and RTC clients share the protocol boundary. Optional services and persistence retain explicit ownership rather than becoming mandatory application dependencies.
05render / lighting / environment / terrain / vegetation
Rendering & environment
View extraction, visibility and LOD, material families, explicit passes, and device-selected quality. Shared environment data connects sky, sunlight, fog, and water while each effect retains its own budget.
06application / platform / ui / audio / xr / media
Presentation & interaction
Application lifecycle, input routing, renderer-neutral UI, audio, OpenXR, and optional recording/capture services. The headless authority does not link window, renderer, or output-audio dependencies.
One registry, several views
Reflected once.
Used where it matters.
RTTR connects scene fields to serialization, Luau, and the development inspector. Reflection stays outside the draw loop; runtime work consumes validated data rather than repeatedly discovering its shape.
Tools support the runtime.
The cooker and authoring tools have different dependencies from a running game. Assimp import, mesh optimization, source image decoding, and offline analysis belong in the toolchain. Cooked geometry and texture banks carry hashes and provenance into a bounded runtime reader.
Development inspection, tracing, and automated performance reporting are optional build features. Their presence in a development capture does not mean the same tools are part of a shipping product.