Spawn
spawn / swhat we're building

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start herewhat spawn isfaqfrequently asked questionsthe betthe spawn bet

updates

engine v5.1Connection4 daysengine v5.0For Real2 weeksengine v4.6Atelier3 weeksengine v4.5Surface TensionMay 22, 2026engine v4.4SolidMay 15, 2026engine v4.3GroovyMay 13, 2026engine v4.2ContinuumMay 9, 2026engine v4.1FoundationsMay 4, 2026engine v0.1GenesisApril 29, 2026

pinned

what spawn isstart herefrequently asked questionsfaqthe spawn betthe bet

updates

Connectionengine v5.14 daysFor Realengine v5.02 weeksAtelierengine v4.63 weeksSurface Tensionengine v4.5May 22, 2026Solidengine v4.4May 15, 2026Groovyengine v4.3May 13, 2026Continuumengine v4.2May 9, 2026Foundationsengine v4.1May 4, 2026Genesisengine v0.1April 29, 2026
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engine v5.1.4

Engine v5.1.4

June 22, 2026

A patch in the Connection line.

what's new

  • Performance improvements for spoin animations also make games run faster.
  • Sprite-heavy games no longer freeze when attacks, effects, or animations reveal a new sprite texture for the first time.
  • Optimized the performance of debug instrumentation.
›technical notes
  • Kiln now lazily mounts the global SpoinBurst WebGL canvas and renders it on demand only while burst or implode particles are active, instead of clearing and compositing a full-screen transparent canvas at display refresh on every page.
  • Active spoin solids use one instanced physical-material draw and their original edge outlines use one dynamically batched line draw, while per-instance color, emissive, roughness, and opacity preserve the original appearance.
  • Unified static and animated sprite textures behind a stable texture_2d_array shader graph, so texture and animation changes update bindings and uniforms instead of rebuilding sprite shaders during gameplay.
  • Improved asynchronous material warming and version tracking for sprites, text, primitive lanes, hidden visuals, and the live HDR render target; an unexpected pipeline miss now delays that visual instead of blocking the frame.
  • Stop hidden renderer debug panels from polling at frame rate and throttle display-only simulation CPU telemetry to 10 Hz.
  • Avoid republishing unchanged camera transforms, tick-rate components, and camera mailbox views every visual frame.