Prior Art
Existing solutions and how frond relates.
State Machines
| Library | Approach | Frond Relation |
|---|---|---|
bevy_state | Bevy-native states | Inspiration; frond is engine-agnostic |
statig | Hierarchical FSM | Reference for advanced patterns |
seldom_state | Bevy state plugin | Similar goals, different scope |
Character Controllers
| Library | Approach | Frond Relation |
|---|---|---|
bevy_rapier KCC | Rapier-integrated | Frond wraps physics-agnostic logic |
bevy_xpbd character | XPBD-based | Alternative physics backend |
| Godot CharacterBody3D | Engine-integrated | Inspiration for API |
Procedural Generation
| Library | Approach | Frond Relation |
|---|---|---|
noise | Noise functions | Dependency |
wfc | Wave Function Collapse | Reference implementation |
bracket-lib | Roguelike toolkit | Different scope (framework) |
Game Feel References
- Warframe - Kinematic character controller benchmark
- Celeste - Coyote time, input buffering
- Hollow Knight - Responsive 2D movement
- DOOM Eternal - High-mobility FPS movement
Why Frond?
Existing solutions are either:
- Framework-bound (Godot, Unity)
- Engine-specific (bevy_rapier KCC)
- Too low-level (raw physics APIs)
- Too high-level (full game templates)
Frond fills the gap: engine-agnostic primitives with game-ready APIs.