Shared game technology · .NET 10

Chaos System

A reusable, game-agnostic runtime and deterministic content-generation stack. It grew out of Purrfect Chaos and became independent once Dungeon Dice provided a genuine second consumer.

Active developmentChaos EngineChaos GeneratorC# + .NET 10Two consumers

The boundary

Capability is shared. Meaning stays local.

Chaos System separates reusable game technology from the games that give it a reason to exist. Chaos Engine owns runtime capability: entities, scenes, transforms, rendering, GPU resources, input, physics, animation, audio, UI, windowing, and platform seams.

Chaos Generator owns the build-time side: deterministic meshes, polyhedra, layouts, materials, collision descriptions, rigs, animation clips, procedural audio, manifests, and validation. Consumer-owned catalogues and specifications decide what gets generated and what it means.

The dependency direction is intentional: games consume Chaos, while Chaos remains unaware of taverns, cats, dice rules, quests, or character identities. That keeps a feature reusable without pretending that a shared mechanism owns the domain decision around it.

LayerOwnsDoes not own
Chaos EngineRuntime mechanics, rendering, physics, input, audio, animation, UI, and platform contracts.Game rules, characters, world composition, or consumer identity.
Chaos GeneratorReusable deterministic generation, validation, manifests, and runtime-compatible output.A default game catalogue or the meaning of a generated asset.
Purrfect ChaosCat-game rules, island composition, progression, ecology, and authored content.Ownership of the shared engine and generator layer.
Dungeon DiceDice semantics, tavern life, characters, adventures, progression, and campaign state.A parallel engine or consumer-specific generation framework.
  • Entity/component runtime with scenes, transforms, timing, and lifecycle
  • Backend-neutral rendering with Vulkan and Direct3D 12 infrastructure
  • Physics, collision, animation, audio, input, windowing, and UI contracts
  • Generated mesh, layout, animation, and asset-loading boundaries
  • Consumer-owned catalogues with deterministic output and change detection
  • Headless and null surfaces that help test behaviour without claiming native pixels
Current state

Active custom technology with two real development consumers. It is not a feature-complete commercial engine: native backend parity, broad hardware validation, editor/tooling depth, and API stability remain uneven and are described as such.

Purrfect Chaos, the birthplace and first consumer Dungeon Dice, the second consumer