Build
Repository tour
A map of the engine workspace planned for public release, including creator tools, specifications, evidence, and the private-game boundary.
The source is private during early development. This map describes the repository structure intended to accompany the open-source release.
Top-level map
engine/ reusable runtime and subsystem crates
editor/ creator products and developer tools
specs/ normative architecture and delivery contracts
schemas/ versioned governance and data schemas
docs/ decisions, evidence, migrations, and engineering records
shaders/ current shader sources and validation notes
third_party/ provenance policy and reviewed donor records
Engine crates
The engine/ directory contains runtime-facing crates such as core, tasks, world, assets, RHI, render graph, Penumbra’s renderer crate, physics, UI, streaming, package, and save foundations. Named future systems may have a scaffold crate; check the maturity registry before assuming that a directory contains product behavior.
Creator tools
The editor/ directory contains the integrated Meridian application and tools for building, importing, inspecting, and validating content. “Editor” is a repository role, not a separate product name: the user-facing creator application is Meridian.
Specifications and evidence
Start with the master specification for ownership, then use the delivery roadmap for order and the implementation-planning specification for package gates. PLANNING.md records current evidence and active bounded work.
The private boundary
The eventual public repository must not contain Project Meridian’s private routes, narrative, art, assets, logos, or game code. Release-safe fixtures are generated, sanitized, or independently authored to exercise engine behavior without exposing the game.