Yuki Engine is an experimental game engine project.
The goal is to build a code-first engine with a strong 2D foundation, a useful game standard library, and eventually a native editor built with the engine itself.
The current technical direction is:
- Zig for the engine core, tools, native modules, and low-level systems.
- Luau as the default user-facing game scripting language.
- SDL3 for platform services: windows, input, controllers, audio devices, lifecycle.
- wgpu-native for graphics.
- Yuki Studio later as a native app built with Yuki, not a web-first editor.
Yuki is not trying to be Unity, Godot, Unreal, or Raylib. It is trying to become a practical middle ground: code-first like a library, but with enough built-in game systems to avoid rewriting the same boilerplate for every project.
Planning and early architecture.
No engine code should be treated as stable yet. These docs describe the intended shape of the project so development can start with a clear direction.
The first real target is Yuki2D: a polished 2D runtime/library that can run simple games from Luau scripts.
Initial tasks:
- Create the Zig project skeleton.
- Set up SDL3 window/input/audio lifecycle.
- Set up wgpu-native device/surface rendering.
- Host Luau and run a script update loop.
- Draw textured sprites.
- Package a small game with compiled Luau bytecode and assets.
Start here:
Then read the topic-specific docs as needed.
MIT.