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The Middle Man — Modular Anti-Engine. A high-speed, highly modular Rust toolkit built for the mad scientists of game development who want complete control over their hardware. Features SIMD-optimized math, a hybrid data-oriented ECS, and lock-free async logging.

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Mid Engine

The Middle Man — Modular Engine Toolkit

Traditional monolithic engines hide their internals behind layers of abstraction and bloated UI, while others demand unlimited hardware just to render a basic scene. Mid Engine is built for unhinged engineering—providing a modular, high-speed toolkit for developers who want complete control over their hardware stack.

It serves as a true "Middle Man," providing an ecosystem where every crate is FFI-compatible out of the box and built with as few external dependencies as possible. Whether you are assembling a sovereign engine or injecting core modules into an existing C++/C# environment via raw pointers, Mid Engine is designed to get out of your way and let the hardware eat.


📦 Crates

Crate Role Status
mid-common Shared types and traits 🟡 In progress
mid-alloc / mid-arena Arena allocation and custom memory layout management 🟡 In progress
mid-log Non-blocking tiered logger utilizing a lock-free ring buffer 🟢 Done (Needs optimization)
mid-math SIMD-optimized numerics featuring strictly 16-byte aligned #[repr(C)] primitives 🟢 Done (Needs second pass)
mid-net Reliable UDP + DixScript transport core 🟡 In progress (Awaiting ECS integration)
mid-ecs Data-oriented Entity Component System utilizing Archetype and Sparse Set layouts 🔵 Planned
mid-geom BVH, Delaunay, convex hull, mesh ops 🔵 Planned
mid-trace Distributed tracing 🔵 Planned
mdix-compiler DixScript (.mdix) schema compiler handling encryption and asset embedding 🟡 In progress

⚡ Performance Targets

System Frequency Budget
Network tick 128 Hz 7.8 ms
Physics 60 Hz 16.6 ms
Max entities 100 000+ per core —

🚀 Getting Started

cargo build
cargo test
cargo test --release
cargo run --example headless-server

🛠️ Design Mandates
 * Multiplayer-first — Network sync is baked into the ECS from day one, rather than being bolted on later.
 * FFI-ready — Every crate exposes a strict #[repr(C)] FFI boundary to act as a cross-language "Middle Man".
 * Zero hidden abstractions — If you need to understand the memory layout, you can read the code directly.
 * Profile before optimize — Every performance claim cites a [RELEASE] build number, benchmarked to run natively even on legacy target hardware.
🏗️ Crate Dependency Order
mid-math        (no engine deps — pure math foundation)
mid-common      (uses mid-math — shared traits and error types)
mid-log         (uses mid-common)
mid-trace       (uses mid-common)
mid-geom        (uses mid-math — geometric algorithms)
mid-ecs         (uses mid-math, mid-common)
mid-net         (uses mid-math, mid-common)
mid-physics     (uses mid-math, mid-geom)
mid-anim        (uses mid-math, mid-ecs)

See docs/ for architecture details and packets/ for DixScript packet definitions.

About

The Middle Man — Modular Anti-Engine. A high-speed, highly modular Rust toolkit built for the mad scientists of game development who want complete control over their hardware. Features SIMD-optimized math, a hybrid data-oriented ECS, and lock-free async logging.

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