Capabilities

This page tracks what is implemented in code today.

Legend:

  • Yes: implemented and wired

  • Partial: implemented with known limitations

  • No: not implemented yet

Capability

Core

Pygame

Native

Notes

Window and event polling

Yes

Yes

Yes

Backend window + input ports

Input snapshot (InputFrame)

Yes

Yes

Yes

Keys/buttons/axes/quit state

Scene registry and discovery

Yes

N/A

N/A

SceneRegistry.discover()

Scene stack and overlays

Yes

N/A

N/A

SceneAdapter + ScenePolicy

System pipeline

Yes

N/A

N/A

Ordered SystemPipeline.step(ctx)

Tick-level command queue

Yes

N/A

N/A

Commands drained each frame

Cheat sequence manager

Yes

N/A

N/A

Enqueues commands from key sequences

Render pipeline passes

Yes

Yes

Yes

Begin/world/lighting/ui/postfx/end

Primitive draw ops (rect/line/circle/poly)

Yes

Yes

Yes

Via backend render ports

Texture/sprite draw

Yes

Yes

Yes

Native currently ignores texture rotation

Text render and measure

Yes

Yes

Yes

Backend text ports

Audio load/play

Yes

Yes

Yes

Runtime adapter calls backend audio

Virtual resolution and viewport transforms

Yes

Yes

Yes

Window service + backend transform

Capture: screenshots

Yes

Yes

Yes

CaptureService.screenshot()

Capture: replay record/playback

Yes

Yes

Yes

Input stream serialization

Capture: video frame sequence

Yes

Yes

Yes

Post-render frame capture

Video encoding to MP4

Partial

Partial

Partial

Requires ffmpeg on PATH

Profiler/frame timing reports

Yes

Yes

Yes

FrameTimer and reporting

Known limitations

  • The examples runner currently does not parse and forward passthrough args to build_example(**kwargs).

  • Backend parity exists for core rendering/capture APIs, but game-level feature parity still depends on each game and asset pipeline.

  • Capability coverage is broader than tutorial coverage; some features exist in core code before dedicated tutorials are added.