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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

PrimitivePurpose
State MachinesMovement, AI, animation, gameplay states
TimingCooldowns, coyote time, input buffering
PathfindingA*, flow fields, nav mesh queries
SpatialQuadtrees, BVH, spatial hashing
ControllersKinematic character and camera math

Scope

Frond = Runtime mechanics (runs every frame) Resin = Generation (computation graphs, lazy eval)

The split: Resin generates, Frond runs.

Philosophy

  1. Building blocks, not frameworks - You compose primitives
  2. Kinematic over dynamic - Code-driven movement feels better
  3. Hot-reloadable feel - Logic in Rust, parameters in config
  4. State machines for behavior - Explicit transitions, not implicit

See Philosophy for the full design philosophy.