Deki 1.3.0
Modular C++ 2D engine for embedded displays and desktop
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Engine core

Components and settings sections the engine itself provides, available in every project without any package.

Components

Component Category Description
PlatformSetupComponent System Runs each Setup Component in order at boot, then loads the startup scene.
RendererComponent Core
SetupComponent System

Component reference

PlatformSetupComponent

Runs each Setup Component in order at boot, then loads the startup scene.

Inspector name: Platform Setup Component · Category: System · Type GUID: e1b3c909-aaa1-49f4-8d62-04145f79f2a0 · Flags: boot scene only

Property Type Default Constraints Description
setupComponents Array<ObjectRef> []

RendererComponent

Inspector name: Renderer Component · Category: Core · Type GUID: 9604fa26-8be9-428a-9c29-e67c2d52c913 · Flags: abstract

Property Type Default Constraints Description
sortingOrder int32
ignoreClip bool
pixelSnap bool
alphaMode enum Blend, OrderedDither How partial-alpha pixels are rendered. Blend = smooth alpha blend (slower, no artifacts). OrderedDither = stippling pattern (much faster, visible dither — best for fades and retro pixel art).

SetupComponent

Inspector name: Setup Component · Category: System · Type GUID: f2c936db-c42a-47f3-bf97-931cab7e44df · Flags: abstract

No reflected properties.

Project settings

Core settings

Project settings section Core (CoreProjectSettings).

Category: Settings · Type GUID: 6b2f4d17-8c93-4a5e-b0d6-27e91fa3c845

Property Type Default Constraints Description
capFps bool true Cap play-mode FPS at the target frame rate below. Disable to let the game run at the editor's refresh rate (typically 60 Hz with vsync).
targetFps int32 60 1 to 240 Target frame rate (FPS) when capping is enabled. The game tries to hit this rate; if the hardware can't keep up it runs slower. Ignored when 'Cap FPS' is off.

Framebuffer settings

Project settings section Framebuffer (DisplayProjectSettings).

Category: Settings · Type GUID: 1c8e7f24-3a9b-4d52-8e6c-f1a40b2d9e83

Property Type Default Constraints Description
targetWidth int32 320 1 to 4096 Logical render width in pixels. The engine renders into this resolution; the device or desktop preview upscales to the actual display.
targetHeight int32 240 1 to 4096 Logical render height in pixels. The engine renders into this resolution; the device or desktop preview upscales to the actual display.
colorFormat enum RGB565 RGB565, RGB888, ARGB8888, RGB565A8 Framebuffer pixel format. RGB565 (default) is the smallest and fastest — typical for embedded displays. RGB888 gives full 8-bit color but uses 50% more memory. ARGB8888 adds an alpha channel and uses 100% more memory.

Units settings

Project settings section Units (UnitProjectSettings).

Category: Settings · Type GUID: 3eaf9b46-5c1d-4f74-af8e-132d6f4abca5

Property Type Default Constraints Description
inspectorUnit enum Pixels Pixels, Meters Inspector display preference. Pixels: physical-quantity fields show as px / px/s / px/s². Meters: same fields show as m / m/s / m/s². Internal storage is always meters either way.
pixelsPerMeter float 16 1 to 1024 World scale: how many framebuffer pixels render one meter of world space. Drives inspector px<->m conversion and the default zoom of new cameras (CameraComponent::pixelsPerMeter sentinel).