Parent and child relationships live in the hierarchy layer, so the scene tree is visible instead of being buried inside one object graph.

Wima Engine is a modular ECS game engine for 2D and 3D projects, with a scene graph, physics, input, and plugin-based systems.
News

Wima 0.3.0 keeps the public surface small.
A short release note on keeping the engine boundary narrow and the package layout easy to follow.

Hierarchy and scene graph work stay explicit.
A preview of how the scene tree stays visible through the hierarchy layer instead of hiding inside a larger runtime object.

Examples now live on the docs site.
A quick update on where the sample scenes live and how the docs site now carries the longer walkthroughs.
Workspace packages register through plugins, which lets projects pull in only the systems they need and keep the rest out of the build.
Broadphase, narrowphase, collision masks, sleeping, and iterative solving stay separate, making the physics stack easier to tune and extend.
Render backends, asset loaders, keyboard, mouse, touch input, persistence, and math utilities round out the engine without forcing a single delivery path.
