Introduction
Frond is a library of runtime game mechanics - composable primitives for game behavior.
What Frond Is
- Runtime primitives - per-frame behavior, queries, state
- Building blocks - not a framework
- Engine agnostic - works with Bevy, macroquad, or no engine
- Kinematic-first for predictable game feel
What Frond Isn't
- Not a game engine
- Not a framework that dictates structure
- Not physics simulation (use Rapier for that)
- Not procgen (see Resin for that)
Primitives
| Primitive | Purpose |
|---|---|
| State Machines | Movement, AI, animation, gameplay states |
| Timing | Cooldowns, coyote time, input buffering |
| Pathfinding | A*, flow fields, nav mesh queries |
| Spatial | Quadtrees, BVH, spatial hashing |
| Controllers | Kinematic character and camera math |
Scope
Frond = Runtime mechanics (runs every frame) Resin = Generation (computation graphs, lazy eval)
The split: Resin generates, Frond runs.
Philosophy
- Building blocks, not frameworks - You compose primitives
- Kinematic over dynamic - Code-driven movement feels better
- Hot-reloadable feel - Logic in Rust, parameters in config
- State machines for behavior - Explicit transitions, not implicit
See Philosophy for the full design philosophy.