frame time / p95
Renderer pipeline
A forward-plus path with deterministic pass ordering, explicit frame graph edges, and warm-started resource residency.
Layer 0 / Surface
Game Engine
Layer 1 / Philosophy
Chloe Engine treats real-time systems as a disciplined garden: rendering, physics, audio, scripting, and networking positioned with quiet inevitability. Nothing ornamental is added. The architecture is shown as structure, rhythm, and restraint.
engine.intent = "minimum visual noise / maximum mechanical clarity"
Layer 2 / Architecture
The graph is the content: each node is a working engine layer, connected by the thin lines of deterministic data flow.
Layer 3 / Feature Grid
frame time / p95
A forward-plus path with deterministic pass ordering, explicit frame graph edges, and warm-started resource residency.
memory / transient
Stable simulation islands, compact broadphase caches, and authored constraints that remain inspectable at runtime.
draw calls / scene
Hot-reloadable logic with a narrow host boundary and precise trace points.
Layer 4 / Foundation
At the deepest layer, compatibility and benchmarks reduce to quiet marks in a field of bark and stone.
benchmark trace / ms
platform support matrix