Using many lessons learnt from my time working on Chronicle — it's predecessor — as well
    as being upset with the current state of Unity, Constellation is my new 2D game engine
    for writing highly interactive top-down RPGs.
    
    The primary goal of the engine is to enable easy and rapid development of Edith,
    through the idea of it being able to construct primarily "Edith-esque" RPG games.
    
    The users of Constellation are not expected to know a large amount about programming, so it focuses heavily on
    allowing the development of complex scenarios without learning any programming, which both increases
    accessibility and facilitates the rapid development.
    
    Internally, the Constellation editor and engine use a custom protocol and archive solution, both of which are declared in an
    XML spec document. The editor is written in HTML5 accessible on any device, and the
    engine is written in Zig.
    
    The engine makes use of OpenGL, FreeType and can
    make builds for both WASM (for integration with the web editors) and native, using the
    Windows API.
Using many lessons learnt from my time working on Chronicle — it's predecessor — as well
    as being upset with the current state of Unity, Constellation is my new 2D game engine
    for writing highly interactive top-down RPGs.
    
    The primary goal of the engine is to enable easy and rapid development of Edith,
    through the idea of it being able to construct primarily "Edith-esque" RPG games.
    
    The users of Constellation are not expected to know a large amount about programming, so it focuses heavily on
    allowing the development of complex scenarios without learning any programming, which both increases
    accessibility and facilitates the rapid development.
    
    Internally, the Constellation editor and engine use a custom protocol and archive solution, both of which are declared in an
    XML spec document. The editor is written in HTML5 accessible on any device, and the
    engine is written in Zig.
    
    The engine makes use of OpenGL, FreeType and can
    make builds for both WASM (for integration with the web editors) and native, using the
    Windows API.