Summary

Language
D
Focus
2D engine architecture, physics, scripting, events, multithreading
Docs
API documentation

Quark is primarily a framework for developing 2D games, providing engine services such as resource management, real-time updates, and user scripts sharing one runtime.

How it works

Physics

impulse solver

Collision events flow through engine managers, so gameplay code can react to contact without owning the physics loop.

Scripting

custom language

Game behavior can be written in a small custom language interpreted inside the engine.

Scheduling

mutex-controlled threads

Subsystems can tick at different rates and coordinate through mutex-controlled threads.

What I would change

The engine ended up much farther than the tooling. Once I'd finished the project, making game content was slower than it needed to be because the scene, collider, and rigidbody construction was still mostly manual.

If I extended this project, I would build an editor first, then add more interesting features like fluid effects, spatial audio, better text rendering, input management, and networking.