Rendering engines
The renderer property selects specialized layout engines. Default is default (flat board, no stacking).
| Engine | Use case |
|---|---|
default |
Most games |
stacking-offset |
Stacked pieces, slight offset |
stacking-tiles |
Side-view tile stacks (Volcano-style) |
stacking-expanding |
Top-down stacks with expandable column view |
stacking-3D |
3D tile view |
homeworlds |
Homeworlds systems |
entropy |
Entropy side-by-side boards |
freespace |
Free placement coordinates |
sowing-numerals / sowing-pips |
Mancala-style pits |
conhex |
ConHex dot boards |
multicell-square |
Rectangular piece groups |
polyomino |
Polyomino placement |
isometric |
Isometric 3D pieces |
tree-pyramid |
Tree/pyramid layouts |
Full list: Schema reference — engines.
Default
Simple pieces on boards.
Stacking offset
Simulate stacks by offsetting additional pieces slightly.
Example games: Abande, Accasta
Stacking tiles
Show a side view of pieces in a stack. Best for smallish stacks.
Stacking expanding
This engine is basically deprecated. It's a top-down view with a column to the side that shows the hovered pieces (doesn't work in the preview snippet).
Example games: Volcano, Mega-Volcano
Stacking 3D
The preferred way of showing stacked pyramids on a flat board.
Homeworlds
A bespoke engine specifically for Homeworlds.
Example games: Homeworlds
Entropy
A bespoke engine specifically for the game Entropy, but could conceivably be leveraged for other games played in a similar "duplicate" style.
Example games: Entropy
Freespace
Gives the game designer complete fine-grained control over placement of elements on the canvas.
Example games: Armadas, Calculus
Sowing numerals
Sowing pips
ConHex
Example games: ConHex
Multicell square
Let's you stretch pieces across multiple cells (only rectangular configurations of cells supported).
Example games: Fightopia
Polyomino
Example games: Four
Isometric
Height-mapped boards with 3D piece glyphs. Set board.projection to choose camera elevation and ground-axis foreshortening.
Example games: Bide, Carnac, Terrace
iso
Classic 2:1 isometric (default when projection is omitted).
shallow
Raised viewpoint — less vertical foreshortening.
very-shallow
Even higher viewpoint.
compressed
Iso azimuth with the depth axis at half scale.
cabinet
Cabinet oblique — east–west undistorted, depth at 45° half scale.
dimetric
Both ground axes foreshortened equally at the iso azimuth.
trimetric
Ground axes foreshortened unequally at the iso azimuth.
Tree pyramid
This is a specialized engine used only in Siege of Jacynth where there is no board, but trees of pieces are laid out based on child/parent relationships.
Example games: Siege of Jacynth