A Walkthrough of the Engine as It Exists Today
This dev log is a little different.
Instead of focusing on a single feature or system, this video is a complete walkthrough of the current state of RetroEngine.
It covers the editor, rendering pipeline, CRT simulation, scene authoring workflow, and the decisions that shaped the engine up to this point.
What’s Covered
- the unified 2D / 3D rendering pipeline
- scene graph structure and serialization
- editor workflows and quality-of-life tooling
- CRT beam, mask, and persistence simulation
- current limitations and intentional tradeoffs
This is not a roadmap video.
It’s a snapshot, a clear picture of what the engine can do right now, and how it behaves as a system.
Next Steps
RetroEngine has reached a point where individual features are less important than how they work together.
Seeing the engine in motion (editing scenes, loading assets, adjusting CRT parameters, and observing how everything responds) communicates far more than screenshots or my write-ups could.
From here on, development is about refinement, clarity, and turning this foundation into something games can reliably live on.