01 / Engine systems
Every major tool becomes a visible, animated system.
This showcase is rebuilt from the uploaded Phase 6 engine package. Every original animation can be replaced from WordPress, and new multilingual system categories can be added without editing code.
01Runtime connected
AnyTerrain World System
Free shapes, slopes, curves, loops, moving and rotating platforms, conveyors, environment zones, destructible terrain, runtime deformation, chunking, repair, profiling and deterministic replay.
- Shared Editor → Test → Export runtime
- Connected strokes and terrain groups
- Large-world partition and performance tools
02Professional painting
Paint Pro System
Industrial grid painting with adjustable tile and brush sizes, connected grouping, shapes, materials, drag painting, Shift-to-erase and one-transaction undo/redo.
- Paint terrain, hazards and gameplay volumes
- Edit a complete painted group as one object
- Incremental preview while dragging
03Protected post stack
AAA Lighting & Post-Processing
Normal-mapped lighting, SDF shadows, material response, multi-pass bloom, height and distance fog, local fog zones, color grading, CUBE LUT sampling and multiple tone mappers.
- Depth-aware background response
- Independent pass failover
- Live Editor → Test Game publishing
045 effect families
Modular Turret Studio
Cryo Ice, Elastic Gum, Neuro Gas, Corrosive Acid and Fluid Flame modules with aim tracking, charge telegraphs, recoil, projectile trails, impacts and bounded effect pools.
- Fixed direction or player tracking
- Terrain-aware line of sight
- Editor preview and export parity
05Release + Developer
project.snapshot()iwatch.scan_all_levels()preflight.validate_assets()runtime.publish_shared_world()developer.enable_tools()
PROJECTIWATCHBUILD
RELEASEDEVELOPER
F1GRIDCOLLISIONINSPECTORFRAME STEP
PREPARINGSCANNINGPACKAGINGREADY
Export System + Developer Runtime
Windows game export, clean HTML5 Release export and editable HTML5 Developer export share the canonical connected world. The Developer build keeps the playable game and adds diagnostics, overlays, object inspection, frame stepping and a verified full-code package.
- Double iWatch staging scan
- Transactional folder and ZIP publishing
- Fixed-step browser simulation
- No required paid CDN or API
06Movement runtime
AnyTerrain Player
A shared player runtime designed for slopes, walls, moving terrain and export parity, with room for advanced movement, abilities, combat modifiers and deterministic replay diagnostics.
- Terrain-aware collision movement
- Stable runtime contract
- Editor and export integration
07Connected world
Level Join & Connected Camera
Levels form one connected world with a persistent camera, transition preloading, mixed platformer/top-down routing and project-local level packages.
- Camera continuity between levels
- Visible transition space
- JSON and Eliah package workflows
08Project-local assets
Image, Sprite & Sound Pipeline
Import project images, GIFs and sound assets, preserve transforms, connect material events and prepare normal/height data for the lighting path.
- Asset package and async loading path
- Material-linked sound hooks
- Export staging verification
09Adaptive performance
Adaptive Performance Architecture
Frame pacing, render budgets, culling, texture streaming, async assets, persistent GPU resources, native acceleration and Python fallback are organized to preserve a playable world when hardware limits are reached.
- Per-system frame budgets
- Hardware-aware quality adaptation
- Native DLL path with fallback
- Diagnostics instead of silent failure
10LAN ready • VPS path
LAN Multiplayer & VPS Path
The LAN runtime provides discovery, host election, TCP connection, migration, validated snapshots and interpolation while the game keeps its local simulation. The same architecture communicates the future online server path.
- No paid network library required
- Reconnect and host migration
- Validated bounded messages
- Shared runtime protocol