Clockwork

Clockwork is a TypeScript-first, modular game engine workspace focused on ECS-driven runtime systems and a WebGL2 renderer stack.

Packages Overview

Packages Overview

This page focuses on packages you install in your own project.

Core Runtime Packages

qti-clockwork-app

  • App runtime assembly (AppBuilder, App)
  • Plugin manager with dependency ordering
  • Ownership-safe component/system/resource/asset registries
  • Runtime inspectors and mod manager primitives
  • Deep dive: Plugin System, Runtime Lifecycle

qti-clockwork-ecs

  • Entity manager with generation safety
  • Sparse component stores
  • Query API (with, without, optional, changed)
  • Resource map and command buffer
  • Deep dive: ECS Overview, Queries

qti-clockwork-scheduler

  • Staged game loop execution
  • Fixed-step accumulation
  • Optional async render stages
  • Profiler and determinism validation helpers
  • Deep dive: Scheduler Stages, Determinism

qti-clockwork-events

  • Typed event channels
  • Buffered (send) and immediate (sendImmediate) dispatch
  • Listener registration and cleanup
  • Deep dive: Event Bus

qti-clockwork-serialization

  • Versioned component schema registration
  • World snapshot serialize/deserialize
  • Optional migration support between component versions
  • Deep dive: World Serializer

qti-clockwork-assets

  • Loader registry by extension
  • Async load/wait/reload/unload lifecycle
  • Dependency tracking between assets
  • Hot-reload hooks when source watches are available
  • Deep dive: Asset Cache

qti-clockwork-audio / qti-clockwork-input

  • Optional support packages for audio and input flows
  • Structured for modular engine-level integration
  • Deep dive: Audio Engine, Input Manager

qti-clockwork-math

  • Deterministic Q16.16 scalar math (Fixed)
  • Fixed-point 2D vector helpers (Vec2)
  • Axis-aligned bounding box helpers (AABB)
  • Deep dive: Math Package

qti-clockwork-physics

  • Deterministic 2D rigid-body simulation plugin (PhysicsPlugin)
  • Physics components (RigidBody, Collider, PhysicsMaterial, StructuralBody)
  • Collision lifecycle events and constraint solver pipeline
  • Structural stress and fracture helpers for destructible bodies
  • Deep dive: Physics Package

qti-neon-client

  • Neon networking client protocol helpers and packet framing
  • Typed packet registry for game payload serialization
  • Transport abstraction (MockTransport, TauriUdpTransport)
  • Client state machine with reconnect and reliability retry flow
  • Deep dive: Neon Package

qti-clockwork-particles

  • Deterministic simulation particles with builtin material reactions
  • Visual particle emitters and preset burst workflows
  • Physics coupling for buoyancy, pressure, and structural erosion
  • Render graph pass integration and optional GPU backend path
  • Deep dive: Particles Package

qti-clockwork-lighting

  • Deferred 2D lighting pipeline with point/spot/ambient light components
  • CPU shadow atlas generation from occluder segments
  • Light accumulation, composite, and post-process pass chain
  • Bloom, vignette, and colour LUT configuration support
  • Deep dive: Lighting Package

Renderer Packages

  • qti-clockwork-gl
  • qti-clockwork-shaders
  • qti-clockwork-materials
  • qti-clockwork-passes

These packages isolate rendering concerns from gameplay/runtime core code.

Deep dives:

Platform Package

qti-clockwork-tauri-bridge

Bridge layer intended for Tauri/platform integration boundaries.

Deep dive: Tauri Bridge

Last updated: March 05, 2026