The game images in this guide are actual engine output. They are not generated interface mockups. Diagrams are labeled explanations of data flow and do not represent editor controls.

Lumen engine capture with its title, forest layers, and glowing fireflies

Lumen, captured at tick 60 with seed 1 using the WebGPU renderer.

Engine captures

The images below are unchanged copies of the repository’s accepted native-game golden images at source commit f328d856addeffd49f5d19c233957cab7b1ccb45. Their fixture manifest records tick 60 and seed 1. They show a fixed initial view rather than a complete route.

Image Renderer Resolution What it illustrates
Kindle WebGPU 2D 1280 × 720 Sprite scene, layered art, title typography, tiled platform
Lumen WebGPU 2D 1280 × 720 Forest layers and luminous art
Neon Drift WebGPU 2D 1280 × 720 Shooter sprites and title composition
AETHER WebGL2 3D 1280 × 720 Model-based platform scene, camera framing, HUD
BLACKSITE WebGL2 3D 1280 × 720 First-person model scene and gameplay HUD
Signal Forge WebGL2 3D 960 × 540 Industrial models, interaction target, objective and control labels

The source fixture directory contains the originals and manifest. The machine-readable image record gives source paths, dimensions, and SHA-256 hashes.

These frames establish appearance under their capture conditions. They do not prove sound playback, touch usability, every collision surface, or recovery from every failure. Signal Forge’s shipped decorative geometry has known collision gaps. Its unsaved collision candidate is not pictured or included in this guide.

Editor captures

The first five images show the actual editor running source revision f328d856addeffd49f5d19c233957cab7b1ccb45 with shipped examples installed into an isolated local workspace. The particle-menu image uses frontend revision 8e749f65f0cf0606168fc6b1d488d81ddab9076c, which adds the generic particle component entry, against the same isolated backend and example. It does not show the separate particle preset inspector.

The editor images were captured on 16 October 2026 through the collaborative preview. Each PNG is the first frame extracted from a compressed preview recording, without compositing or retouching. The games remain at tick 0.

Image Example What it illustrates
Scene and music Kindle Scene music, fade ticks, lighting, and assets
Sprite inspector Kindle Selected entity, transform, sprite binding, and atlas frame
3D environment AETHER Scene hierarchy, environment preset, ambient light, and linear fog
Model animation AETHER Initial clip and model animation settings. The example has no animation graph
Script editor AETHER An existing behavior open in the Scripts panel
Particle component menu Kindle The enabled Particles entry for a schema 2 or later 2D entity

The image record includes each recording’s SHA-256 and capture time alongside the extracted PNG’s hash. These are editor configuration views, not evidence of completed gameplay, audible playback, or performance measurements. The visible editing grid and helpers are not exported game effects.

Earlier editor image

The existing Game Editor screenshot was already present at the same source revision. Its original capture time is not recorded. It shows Kindle with a selected hero, scene tree, inspector, and asset panel. A visible diagnostic says GPU effects are unavailable and the session is using Canvas2D.

Use that image to understand panel relationships. It is not a claim that every current panel has the same layout, or that GPU effects are active in the pictured editor.

Explanatory figures

The simulation/presentation, asset pipeline, audio routing, and construction flow figures were drawn for this guide. They explain state ownership and operation order. Their labels describe engine concepts, not buttons or screenshots.