Core Philosophy: Aggressive scoping. Maximize behavioral emergence via a message bus and array of structs architecture similar to Caves of Qud (ImSim mechanics), game world scale enabled by a 64-bit physics engine, and nested physics grids for complex space architectures and interactions (such as “space legs”, ship boarding, seamless EVA), while cutting corners on graphics (Blinn-Phong, dynamic lights only) and rigid-body rotational physics to maintain high performance and solo-developer feasibility.
Core Technology: Written entirely in Odin, leveraging native manual memory management (Arenas, implicit contexts), native operator overloading for vector math (core:math/linalg), tagged unions for ADTs, and zero-overhead C-bindings for Raylib 5.5 and official Lua 5.4 bindings.
The engine relies on a strictly managed memory layout. By using Odin, we completely eliminate Garbage Collection (GC) overhead naturall