Projects

Iskra

One core. Every pixel. Zero bloat.

Why Iskra?

Every KQS project needs to render pixels on screen. Morana needs GUI widgets, Tessera needs mathematical visualizations, future kqsweb_projects will need something else. Iskra is the shared rendering core — one engine, many consumers.

SDF shapes, MSDF text, post-processing, camera, hit testing. No game framework dependencies, no bloat. Just wgpu, custom shaders, and clean Rust. Every byte has a purpose, every draw call is deliberate.

One engine, many consumers.

Three Pillars

Universality

One rendering core for Morana, Tessera, and future kqsweb_projects. Shared API, shared abstractions, shared pipeline. A new project doesn't write a renderer from scratch — it plugs into Iskra and draws.

RustwgpuWGSL

Performance

GPU-native from line one. Zero-copy where possible, batch rendering where it makes sense. SDF shapes instead of tessellated meshes — infinite zoom, no artifacts. MSDF text readable at 8px and 800px alike.

SDFMSDFBatch Rendering

Purity

No mega-dependencies. No game engine with thousands of features you don't need. Just wgpu for GPU access and custom code for everything else. A dependency tree that fits on one screen.

Zero BloatMinimal DepsCustom Shaders

Rendering carved to measure?