diff --git a/_layouts/kova.html b/_layouts/kova.html
new file mode 100644
index 0000000..427e4f5
--- /dev/null
+++ b/_layouts/kova.html
@@ -0,0 +1,11 @@
+---
+layout: default
+---
+
+
+
+
+ {{ content }}
+
+
+
diff --git a/_tabs/projects.md b/_tabs/projects.md
index 4300510..7e0a73b 100644
--- a/_tabs/projects.md
+++ b/_tabs/projects.md
@@ -3,21 +3,91 @@ icon: fas fa-code-branch
order: 4
---
+
+
A compact overview of what I'm building and the public work that best represents my current engineering focus.
+
+
New technical preview
+
Kova Engine
+
A detailed look at the current public-style 2D and 3D examples, engine-user API shape, architecture boundaries, validation approach, capability status, current limitations, and public-source pre-alpha work.
+ Rust
+ Private development repository
+ Preparing for public-source pre-alpha
+
+
Technical preview
+
Kova
+
A modular, general-purpose game engine foundation written in Rust.
+
Kova explores a library-first engine architecture with public 2D and 3D authoring APIs, explicit plugin and backend boundaries, and validation through real runnable examples.
+
The engine is under active private development. Its current milestone proves the core public application, scene, rendering, input, and transform paths without requiring game code to manage WGPU, winit, or the renderer lifecycle directly.
+
+
+
+
+ Camera orbit driven through Kova's public app, input, camera, and transform APIs.
+ Illustrated placeholder. Replace with the current engine capture.
+
+
+
+
+
+
+ Runnable 2D and 3D paths
+
Public engine APIs are exercised through real desktop examples rather than architecture documents alone.
+
+
+ Backend-hidden user API
+
Ordinary example code does not manage WGPU resources, winit events, or manual render lifecycle stages.
+
+
+ Validation-driven development
+
Visual examples are paired with deterministic or backend-free smoke paths where practical.
+
+
+ Public release preparation
+
The private repository is being prepared for an explicitly unstable public-source pre-alpha release.
+
+
+
+
+
+
Overview
+
What Kova is
+
Kova is a general-purpose engine foundation rather than a game-specific framework or renderer experiment.
+
Its public surface is being designed so that an external project can construct an application, compose plugins, author scenes, create assets, respond to input, and run through a normal desktop path without reaching into backend implementation details.
+
The current codebase includes engine foundation, ECS and application layers, public scene and transform authoring, 2D and 3D rendering paths, input and camera APIs, assets, materials, meshes, diagnostics, desktop runtime composition, and optional voxel extension work.
+
Kova remains pre-alpha. The current examples prove selected vertical paths. They do not yet claim that the engine can ship a complete production game.
+
+
+
+
+
+
Runnable examples
+
Public-style code, visible output
+
The examples live outside engine crates and use the same public facades intended for external projects. Each one targets a small, inspectable vertical path instead of hiding missing functionality behind demo-only helpers.
+
+
+
+
+
+
Main demo
+
Camera Orbit
+
+ Interactive 3D
+
+
+
A small interactive 3D example built entirely through public Kova app, desktop, input, scene, mesh, material, light, camera, and transform APIs. Mouse input updates the camera's local transform while Kova's normal transform propagation derives the global state before extraction and rendering.
+
+
+
+
+
+
+ Slow horizontal orbit with a small pitch change and a loop back toward the starting view.
+ Replace with WebM, MP4, and poster assets.
+
+
+
+
+
Controls
+
+
Move the mouse to orbit around the scene
+
Press Escape to release the cursor
+
Click the left mouse button to capture it again
+
Vertical rotation is clamped to prevent inversion
+
+
+
+
+
What it proves
+
+
Public KovaApp construction and desktop plugin composition
+
Ordinary Startup and Update systems
+
Keyboard, mouse button, and mouse motion resources
+
Public camera, transform, material, mesh, and light authoring
+
Cursor capture through a public window-facing contract
+
No direct WGPU, winit, or manual renderer lifecycle usage
The full example validates finite input, wraps yaw, clamps pitch, handles cursor capture, and updates exactly one marked camera.
+
+
+
+
+
+
+
+
+
+
+
Static vertical path
+
Basic 3D
+
+ Lit 3D scene
+
+
+
+
+
+
+ A blue cube on a white circular base rendered by the Kova Basic 3D example.
+ Replace with kova-basic-3d.webp.
+
+
+
+
+
The Basic 3D example is a minimal static desktop scene authored through the same public APIs intended for external engine users.
+
It creates generated meshes, lit standard materials, ambient lighting, a photometric point light, a perspective camera, and local transforms before running through Kova's public desktop path.
+
+
+
+
+ A coral rectangle and blue hexagon rendered through Kova's public 2D APIs.
+ Replace with kova-basic-2d.webp.
+
+
+
+
+
+
+
What it proves
+
+
An orthographic public 2D camera
+
Generated rectangle and regular-polygon meshes
+
Typed sRGB colors and unlit material descriptors
+
Explicit 2D draw ordering
+
Parent-child transform propagation
+
A dedicated 2D path without transform-Z ordering hacks
+
+
+
+
+
+
+
+
System boundaries
+
Architecture
+
Kova is divided by ownership and dependency boundaries rather than by arbitrary feature folders. User-facing domain APIs remain separate from WGPU, winit, and platform-specific resource ownership. Runtime and backend crates may use those dependencies, but gameplay-facing code should not need to understand them.
+
+
+
+ Optional first-party voxel extensions use the same public extension direction and remain outside core identity.
+
+
+
+
+ 01
+
Backend-hidden gameplay APIs
+
Gameplay-facing and domain APIs should not expose WGPU objects, winit events, backend resource handles, or manual rendering lifecycle operations.
+
+
+ 02
+
Public extension symmetry
+
First-party plugins should use the same public extension mechanisms intended for future third-party plugins. Kova should not rely on privileged internal plugin paths.
+
+
+ 03
+
Product-neutral engine core
+
Kova remains independent from the Freven game, platform, content, and publishing policy. Freven acts as a downstream pressure test rather than defining the engine's public identity.
+
+
+ 04
+
Library-first, editor-aware
+
The runtime should remain usable without an editor. Editor architecture is being planned early, but it is not allowed to become a hidden requirement for building or running a project.
+
+
+
+
+
+
+
Public surface
+
What engine-user code should look like
+
Kova's high-level examples are intentionally written to resemble external user code.
+
+
Construct a KovaApp
+
Compose public plugins
+
Register startup and update systems
+
Author assets and scene entities
+
Respond to public input resources
+
Run through a public desktop path
+
+
It should not need to allocate GPU buffers manually, own a surface or swapchain, call extraction stages, invoke prepare or present functions, process raw winit events, or import product-specific Freven types.
The exact public API remains pre-alpha and may change, but the architectural boundary is deliberate.
+
+
+
+
+
Implemented evidence
+
Current capability status
+
+
+
+
+
Area
+
Current evidence
+
Status
+
+
+
+
Application and plugin composition
KovaApp, schedules, and desktop plugin groups used by runnable examples
Working foundation
+
ECS and resource model
Public world, components, resources, systems, and hierarchy paths
Working foundation
+
Desktop runner
Real WGPU and winit desktop path behind public composition APIs
Working foundation
+
3D scene authoring
Basic 3D and Camera Orbit examples
Validated example
+
2D scene authoring
Basic 2D example with hierarchy and draw ordering
Validated example
+
Input and camera control
Mouse, keyboard, cursor capture, and orbit camera
Validated example
+
Meshes, materials, and lighting
Generated geometry, lit and unlit materials, ambient and point light
Working vertical path
+
Transform hierarchy
Public local and global 2D and 3D propagation
Validated example
+
Asset identity and catalog work
Logical identities, production catalog, and deterministic variant resolution
Active development
+
External project use
Clean external-consumer validation path
Active validation
+
Editor
Architecture and authoring tools planned
Not yet a release claim
+
Public source release
Licensing, security, CI, docs, and release audit gate
In preparation
+
+
+
+
+
+
+
Engineering method
+
Built through validation, not diagrams alone
+
Kova's architecture is pressure-tested with small external-style applications and focused validation packages. The visual examples are kept outside engine crates and consume public interfaces. When an example discovers missing reusable functionality, that gap is fixed or tracked in the owning engine layer rather than hidden inside example-specific code.
+
Where practical, the same authored paths are paired with backend-free or bounded smoke validation so that CI can check application, scene, and frame behavior without requiring an interactive desktop.
+
+
+
examples
+
cargo +stable run --locked -p kova_example_camera_orbit
+cargo +stable run --locked -p kova_example_basic_3d
+cargo +stable run --locked -p kova_example_basic_2d
+
+
The repository is still private. These commands document the current internal examples and will become usable from a clean public checkout after the public-source release gate is completed.
+
+
+ Public facades
Examples use intended public entry points instead of backend shortcuts.
+ Dependency direction
Engine crates do not depend on example packages.
+ Backend-free checks
Visible windows are avoided when a smoke path can validate the same authored state.
+ Boundary checks
Backend-specific types are checked at layer boundaries.
+ Documented friction
API gaps discovered by examples are recorded rather than concealed.
+ External-consumer gate
Clean use outside the engine workspace is treated as a release requirement.
+
+
+
+
+
Current engineering focus
+
Current work
+
With the M2 public API validation milestone complete, current work is split between public-source release preparation, ordinary engine ergonomics, and the production content path. Recent work focuses on explicit logical asset identity, immutable production catalogs, deterministic asset variant resolution, and reproducible external-consumer validation.
+
+
+
+ 01
+
Production content architecture
+
Establishing stable logical asset identity, catalog ownership, and deterministic resolution before expanding the authoring and import workflow.
+
+
+ 02
+
External consumer path
+
Ensuring that a project outside the engine workspace can use documented public interfaces without relying on private repository structure or internal hooks.
+
+
+ 03
+
Public-source pre-alpha gate
+
Preparing licensing and provenance, security reporting, public CI, documentation, contribution workflows, distribution rules, launch examples, and a final release audit.
+
+
+
+
+
+
Roadmap and limits
+
Pre-alpha means explicit limitations
+
+
+
Current limitations
+
+
The repository remains private
+
Public APIs are unstable and may change
+
Kova does not yet claim that an external developer can ship a complete game
+
The editor is not production-ready and is not presented as a finished product
+
Current examples prove selected vertical paths, not complete production workflows
+
Some system-parameter ergonomics still require lower-level public World access
+
The current Basic 3D path does not prove production shadows, HDR, automatic exposure, or tonemapping
+
Packaging and distribution remain part of later readiness work
+
+
+
+
Active directions
+
+
Production content loading and external project workflows
+
Ordinary engine-user API ergonomics
+
Editor pre-alpha architecture and tools
+
Broader renderer and material readiness
+
Audio, animation, runtime UI, and gameplay-support systems
+
Networking and server-authoritative architecture
+
Scripting, modding, and data-driven authoring
+
Optional voxel extensions as an extensibility pressure test
+
Structured interfaces for future tooling and automation
+
+
+
+
Structured, inspectable engine operations may later support external tools and coding agents, but agent-facing integration is currently a research direction rather than a released feature.
+
+
+
+
+
Product neutrality
+
Engine foundation and downstream pressure test
+
Kova and Freven are deliberately separated.
+
Kova owns the reusable engine, public APIs, runtime composition, renderer boundaries, examples, and validation infrastructure.
+
Freven is a downstream game and product that can pressure-test Kova through the same public interfaces intended for other projects. Game-specific content, account systems, launcher behavior, publishing, moderation, and product policy remain outside the Kova engine repository.
+
This separation helps prevent one game's requirements from becoming accidental engine architecture.
+
+
+
KovaReusable engine foundation
+
downstream use
+
FrevenGame and product pressure test
+
+
+
+
+
Related engineering work
+
Work around engines and difficult boundaries
+
+
+ Private compatibility work
+
RodinBridge and Godot lifecycle reliability
+
Compatibility and reliability work covering plugin lifecycle, subprocess cleanup, WebSocket buffering, malformed-input handling, reconnect and shutdown behavior, local authorization boundaries, and reproducible A/B validation.
I am a software engineer based in Poland, working across Rust, Python, TypeScript, backend systems, networking, Linux, Docker, and developer tooling.
+
Kova is my long-term engine architecture project. Building it requires work across public API design, ECS and application lifecycle, rendering boundaries, scene and transform systems, assets, input, validation infrastructure, and downstream project compatibility.
I am interested in technically demanding contract and long-term work around engines, editor tooling, plugins, SDKs, runtime infrastructure, and developer automation.
+
The Kova repository remains private during active development, but I can provide a focused private code walkthrough or discuss the architecture for a relevant technical opportunity.
+
Based in Poland | Europe/Warsaw | Available for remote contract work