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@Take-Some

Take Some()

Independent game studio and creators of NorthStar— a modular engine designed for games and developer tools.

Take Some() Technologies

Take Some() Entertainment — Real-time Nature Rendering

Independent game technology studio building modular runtime infrastructure for creators.

Studio Architecture Delivery

Runtime Assets Stack


Mission

Take Some() Entertainment builds game technology for developers who need control, extensibility, and a clean runtime architecture.

Our core principle is simple:

Engine as host. Feature as plugin.

The engine should not trap creators inside rigid assumptions. It should host systems, expose stable contracts, and let specialized modules evolve independently.

We focus on:

  • modular runtime architecture;
  • gateway-driven service boundaries;
  • plugin-first feature delivery;
  • deterministic CI and reproducible builds;
  • asset, UI, rendering, input, physics, logging and tooling infrastructure;
  • creator freedom without sacrificing engineering discipline.

Technology Direction

NewEngine

NewEngine is the core runtime platform.

It is designed around:

  • explicit service contracts;
  • runtime gateways;
  • modular crate and plugin boundaries;
  • asset-driven pipelines;
  • deterministic loading and diagnostics;
  • replaceable platform, renderer, UI, physics, input, logging and tooling layers.

Core architecture rule:

engine-core hosts
plugins implement
gateways route
assets describe
CI verifies

Repository Map

Repository Purpose
NewEngine Core runtime, APIs, gateways, shared engine crates and platform contracts.
AssetManager Asset registry, codecs, NEF8 containers, package/index handling and runtime asset access.
AureliaUI UI provider, layout, styling, interaction, paint commands, font/icon support.
winit-platform-plugin Winit-based native window, platform loop, input surface and runtime host bridge.
JoltPhysics Jolt-backed physics integration and NewEngine physics adapter.
VulkanRenderer Vulkan renderer plugin and graphics runtime integration.
InputPlugin Input module, keyboard/mouse/gamepad state and event normalization.
LoggingPlugin Runtime logging, diagnostics, .ulog pipeline and event infrastructure.
ProfilerPlugin Runtime profiling, frame diagnostics and performance reporting.
FlecsECS ECS integration and entity/component runtime bridge.

Engineering Policy

1. No hardcoded feature ownership

Features belong behind contracts, not inside the engine core.

Bad:  engine knows every concrete system.
Good: engine routes to declared services and plugins.

2. Asset access goes through AssetManager

Runtime systems should not bypass asset routing.

All production asset reads must go through the AssetManager API.

3. CI is part of the code

A repository is not healthy unless it builds in automation.

Required baseline:

cargo check --workspace --all-targets --locked
cargo test --workspace --all-targets --locked
cargo clippy --workspace --all-targets --locked --no-deps -- -D warnings

Native plugins may add platform-specific checks, release builds, artifact upload and packaging validation.

4. Warnings are treated as failures

Warnings are future bugs. CI uses strict warning gates where practical.

-D warnings

Lint exceptions must be explicit and justified at crate or module level.

5. Build outputs are artifacts, not source

Generated binaries, cache files, target directories and temporary build products must not be committed unless the repository explicitly defines them as release artifacts.


Git & GitHub Standards

Branches

Use short, scoped branch names:

fix/ci-upload-artifact-v7
fix/jolt-native-build
feat/loading-kernel
refactor/asset-registry
docs/plugin-policy

Commits

Prefer clear, imperative commit messages:

Fix release artifact output path
Update upload artifact action
Add loading manifest registry
Stabilize AureliaUI clippy policy

For larger work, use structured commits:

feat(asset): add NEF8 manifest route
fix(ci): pin native build generator
docs(policy): document plugin boundaries
refactor(ui): split layout registry

Pull Requests

Every PR should answer:

  • What changed?
  • Why was it needed?
  • What contracts or runtime behavior are affected?
  • What was tested?
  • Are there migration notes?

Recommended repository files

Each production repository should include:

README.md
LICENSE
CONTRIBUTING.md
SECURITY.md
CODEOWNERS
.github/workflows/ci.yml
.github/dependabot.yml
.gitignore

CI artifact policy

GitHub Actions artifact upload should use the current maintained action version:

uses: actions/upload-artifact@v7

Release DLLs should be uploaded from stable target paths:

path: target/release/*.dll

Protection rules

Recommended main branch protection:

  • require pull request before merge;
  • require status checks;
  • require CI success;
  • block force-pushes;
  • block branch deletion;
  • require linear history where practical;
  • require review for runtime-critical repositories.

Build Philosophy

NewEngine repositories should support both local iteration and CI reproducibility.

Local developer flow:

cargo check --workspace --all-targets --locked
cargo test --workspace --all-targets --locked
cargo clippy --workspace --all-targets --locked --no-deps -- -D warnings

Release flow:

cargo build --workspace --locked --profile release

Native plugins must document external toolchain requirements such as:

  • MSVC / clang-cl;
  • CMake;
  • Ninja;
  • Vulkan SDK;
  • platform-specific SDKs.

Teams

Team Responsibility
Engine Team Runtime host, gateways, API contracts, lifecycle, loading, diagnostics.
Rendering Team Vulkan renderer, frame graph, shader/material systems, render passes.
Asset Team AssetManager, codecs, NEF8 packages, import/export, content routing.
UI Team AureliaUI, layout, styling, interaction, font/icon/render command pipeline.
Physics Team Physics API, Jolt integration, simulation adapters, collision pipeline.
Tools Team Developer tools, packers, inspectors, validators, build utilities.
Docs Team Architecture, policies, onboarding, contribution guides.
Art & Experience Team UI/UX, concepts, visual identity, demos, presentation assets.

Contribution

We welcome contributors who value disciplined engineering and creative freedom.

Before contributing:

  1. Read the repository README.md.
  2. Check CONTRIBUTING.md.
  3. Run the repository CI commands locally.
  4. Keep changes scoped.
  5. Avoid unrelated formatting churn.
  6. Prefer explicit contracts over hidden behavior.
  7. Document new runtime assumptions.

Security

Please do not report security issues through public issues.

Use the repository SECURITY.md when available. If a repository does not yet provide one, open a minimal private contact request through the maintainers.


Licensing

Licensing is repository-specific.

Some repositories may use permissive licensing, while internal runtime or studio infrastructure may use a proprietary policy. Always check the repository-level LICENSE, crate metadata and contribution terms before reuse.


Core Statement

Take Some() Entertainment builds tools for people who want to create without asking the engine for permission.

Host the runtime.
Declare the contract.
Load the plugin.
Route the asset.
Verify with CI.
Ship the experience.

Popular repositories Loading

  1. Toolset Toolset Public

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  2. NewEngine NewEngine Public

    NewEngine is a modular host/plugin engine designed around stable interfaces and replaceable components.

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  3. .github .github Public

  4. FlecsECS FlecsECS Public

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  5. AssetManagerCPP AssetManagerCPP Public

  6. ProfilerPlugin ProfilerPlugin Public

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