Introduction

Mid Engine is a modular, high-speed Rust engine toolkit — "The Middle Man."

Traditional monolithic engines hide their internals behind layers of abstraction, while others demand unlimited hardware just to render a basic scene. Mid Engine takes a different approach: a modular toolkit for developers who want complete control over their hardware stack, with every crate designed to be dropped into a larger project rather than forcing an all-or-nothing commitment.

It's a true "Middle Man" in two senses. First, every crate is FFI-compatible out of the box, built with as few external dependencies as possible, so it can sit between a game's logic and a lower-level system (or a completely different language's codebase) without friction. Second, it's meant to be the layer between "roll everything yourself" and "adopt a full engine" — whether that means assembling a sovereign engine from these crates, or injecting individual modules into an existing C++/C# environment through raw pointers.

Where this book fits

This is the user-facing documentation site — architecture, how to use each crate, and the project's own conventions. It's a different thing from the docs/*.md files in the repository itself, which are internal, AI-facing working notes (design decisions, fix histories, MSRV walls) meant for whoever — human or AI — is actively developing the engine, not for someone using it. If something here seems to assume familiarity a repo-only reader wouldn't have, that's the split working as intended, not a mistake.

See Tests and Benchmarks for live results from each crate's own CI, and the Getting Started page to build the workspace yourself.