Learn
Three ways in:
- The book. A quick start, then a chapter for each idea the engine is built on: screens and skins, input actions, assets and formats, rules as commands and their determinism, saves, testing, targets, and the tools agents use.
- The tutorial. A small puzzle game built step by step, each step tested and playable in the browser.
- The API docs. Every crate's reference, generated from its code.
Hello, Grid shows a whole game made from the engine's crates alone, and the problem codes say what each error the engine's tools give means and how to fix it.
The API docs
Every crate's reference, generated by cargo doc from the code of the
latest commit. A game depends on shuyi alone, which names the others.
shuyi: the front door a game depends on: the crates below under short names, the prelude and the modules' featuresshuyi_core: the seeded RNG, turn rules and their history, the state hash, bots, and the grid kit; no I/Oshuyi_assets: the bundle and its layers, the format registry, and the engine's kinds and formatsshuyi_ui: the frame, screens and their context, input actions, widgets, skins, settings and storageshuyi_platform: the platform boundary, App, the headless backend, the test Harness and the short path's BasicGameshuyi_app: the macroquad backend for desktop and the web, and run_gameshuyi_playdate: the Playdate backend, for a game built by shuyi export playdateshuyi_cli: the tools: the tool contract, the MCP server, and BasicTools and GameTools for a game's tool programshuyi_alloc_count: the heap counter of debug buildsshuyi_sound: decoded sound, its WAV and Ogg Vorbis adapters and an integer mixer, which only the backend of `shuyi-app`'s `in-house-sound` feature plays through yetshuyi_sound_out: hands a mix to the system: CPAL on Windows, a Web Audio worklet in the browser, and an output that discards it