a game engine · v0.9 "meadow"

Chloe

An engine that whispers instead of shouts. Built slow, bound like a chapbook, pressed with wildflowers between the pages. Chloe is not a product — it is a person you write games with.

Rust core · WASM runtime · open-handed license

// engine boot sequence
use chloe::meadow;
fn main() {
    let world = meadow::seed(
        "a quiet place"
    );
    world.grow();
}

Engines matter because
games are gardens.

We built Chloe after twenty years of shipping inside engines that felt like warehouses — fluorescent-lit, optimized, airless. We wanted a place where a triangle could be a petal again.

Chloe is not fast because it wants to be fast. It is fast because a flower must open before the bee forgets. It is small because a seed is small. It is open because the rain is open.

Every engine has a soul. Ours is a woman in the meadow who stops to notice things.

You will write code in Rust, WGSL, or a small scripting language called chime. You will deploy to desktop, web, and handheld. You will, we hope, make something tender.

— the chloengine gardeners, somewhere in Oregon

┌──────────────────────────────────────┐
│          chloe::runtime              │
├──────────────┬───────────────────────┤
│   scene()    │   scheduler()         │
│   ├─ ecs     │   ├─ frame pacer      │
│   ├─ assets  │   └─ async weaver     │
│   └─ events  │                       │
├──────────────┼───────────────────────┤
│   render()   │   audio()             │
│   ├─ wgpu    │   ├─ mixer            │
│   ├─ shade   │   └─ spatial          │
│   └─ post    │                       │
├──────────────┼───────────────────────┤
│   physics()  │   chime vm            │
│   ├─ rapier  │   ├─ gc               │
│   └─ sensors │   └─ ffi              │
└──────────────┴───────────────────────┘
   "a garden is also a machine."
                    
draw calls /frame≤ 1200
cold boot0.42s
wasm binary1.8 MB
frame budget16.6 ms
languagesrust · wgsl · chime
targetslinux · macos · win · web · handheld

What the engine is,
in eight uneven pieces.

Rendering / wgpu

A forward+ pipeline with hand-shaped post. Watercolor and pen-and-ink material presets ship in the box. Shader hot-reload in 40ms.

Audio / spatial_mixer

Binaural HRTF, stem-based music layering, and an "ambient weather" module that blends field recordings based on scene state.

Physics / rapier

Rigid, soft, and cloth — plus a novel "garden" solver tuned for vegetation, wind, and anything that sways.

Scene / ecs

Archetype ECS with a "seasonal" scheduler — systems can be tagged spring/summer/autumn/winter and cross-fade smoothly.

Scripting / chime

A Lua-shaped language with Rust FFI, pattern matching, and a REPL that reloads your running world without dropping the pointer.

Netcode / weave

Rollback-first with deterministic lockstep as a fallback. Sub-frame granularity. Designed for tiny co-op, not massive MMOs.

Editor / garden

The editor is a garden, not a file tree. Nodes are plants; systems are beds; and time is a slider you drag with both hands.

Deploy / press

One command to press your game into wasm, native bundles, or a handheld cartridge image. Signed, notarized, polite.

plant something.

Chloe 0.9 "meadow" is available now. Read the docs, clone the repo, write a small tender thing.

Chloe is a seed, not a cathedral. Written by four people in three time zones. Licensed under the Open-Handed License. Type set in Dela Gothic One, Crimson Pro, IBM Plex Mono, and DM Sans. Hand-tended since 2024.