Engine reference
Technical reference for the Modoki engine, generated from the source docs. New here? Start with Engine concepts for the core vocabulary, then browse by area below.
Concepts & Architecture
- Engine concepts — the modoki vocabulary
- Engine Architecture
- Managers & Systems — the engine's logic roles
- Engine runtime layers
Rendering & Assets
- Rendering
- Texture Pipeline
- Model Import & LOD
- Scene Loading
- Prefabs
- Prefab Structural Overrides (design)
- Animation
- 2D Sprite Skinning
- Particles
Gameplay Systems
- 2D Physics (Rapier2D) — Integration Design
- Zone Triggers (Zone2D / Zone3D)
- Timeline / Cutscene Sequencer
- Audio Integration Plan
- Input system
- UI System
- PlayerPrefs
- Verification Harness — Design & Plan
Editor & Authoring
- Visual Editor
- Editor keyboard input — focus scope + keymap registry
- Editor hot reload (HMR) — what applies, what reloads, what can't
- SceneView Orientation Gizmo + Ortho Editor Camera
- In-Game Debug Menu
Agent / MCP Tooling
- Debug Tools (MCP) — the agent-facing debug surface
- MCP persistence — one live-world path + explicit save
- Enact — Editor-Chrome Addressability
- MCP Response Budget — Percept/Enact Payload Sizing
- Connect Claude Code — one-click agent wiring for the shipped editor
- Debugging the Electron Editor with VS Code
- Multi-AI-CLI support