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Prior Art

Existing solutions and how frond relates.

State Machines

LibraryApproachFrond Relation
bevy_stateBevy-native statesInspiration; frond is engine-agnostic
statigHierarchical FSMReference for advanced patterns
seldom_stateBevy state pluginSimilar goals, different scope

Character Controllers

LibraryApproachFrond Relation
bevy_rapier KCCRapier-integratedFrond wraps physics-agnostic logic
bevy_xpbd characterXPBD-basedAlternative physics backend
Godot CharacterBody3DEngine-integratedInspiration for API

Procedural Generation

LibraryApproachFrond Relation
noiseNoise functionsDependency
wfcWave Function CollapseReference implementation
bracket-libRoguelike toolkitDifferent 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:

  1. Framework-bound (Godot, Unity)
  2. Engine-specific (bevy_rapier KCC)
  3. Too low-level (raw physics APIs)
  4. Too high-level (full game templates)

Frond fills the gap: engine-agnostic primitives with game-ready APIs.