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.
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.
| Layer | Owns | Does not own |
|---|---|---|
| Chaos Engine | Runtime mechanics, rendering, physics, input, audio, animation, UI, and platform contracts. | Game rules, characters, world composition, or consumer identity. |
| Chaos Generator | Reusable deterministic generation, validation, manifests, and runtime-compatible output. | A default game catalogue or the meaning of a generated asset. |
| Purrfect Chaos | Cat-game rules, island composition, progression, ecology, and authored content. | Ownership of the shared engine and generator layer. |
| Dungeon Dice | Dice 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
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