Rune Story
Rune Story is the scripted motion, presentation, and export product built on top of Rune Engine. You author source-controlled .story.yaml and .sprite.yaml files, preview them quickly, inspect timing and scene state with the same runtime, then export reviewable output without switching tools.
Why script motion
- text files stay diffable, reviewable, and easy to patch
- timing, waits, and reusable tokens stay deterministic
- generated syntax/reference material comes from the same descriptor registry
- preview and inspection stay anchored to the source script
Author → preview → inspect → export
- Author Story scripts, composite sprites, and optional local shader types.
- Preview with
story preview,story live, or the optional Canvas host. - Inspect with
story bake,story frame,story cues,story syntax, and the action-oriented Canvas preview model. - Export the same baked playback to MP4 with
story export.
Proven today
Checked-in samples already cover:
- sprites and visuals — text, images, SVG, charts, layers, composite sprites, local shader-backed visuals, and local MP4 playback
- actions and motion —
create,set,wait,motion,playback,speak,morph, springs, tweens, path following, and stroke trim - scene composition — world and screen spaces, persistent camera state, cue-driven presentations, planar Layer 3D, narration/TTS, still capture, and video export
Start with settle-demo, path-motion-trim, camera-world-demo, presentation-demo, video-demo, tts-demo, svg-demo, and layer-3d-store-window when you want proof before reading a contract.
Understand the Story systems
Read these chapters in order for the complete system view:
- Authoring and packages — Story documents, package-local assets, Design, tokens, styles, and source-defined types.
- Descriptors and compilation — YAML syntax, exact Story types, generated descriptors, compile, bake, and playback.
- Actions, execution, and timing — action ordering, completion sources, waits, cues, animation, and tracks.
- Scene, layout, and composition — sprites, layers, arrangement, camera/world/screen spaces, paths, and Layer 3D.
- Reuse and morph — Composite Sprites, public identity, replacement, and the boundary between shipped morph behavior and proposed transition design.
- Media, TTS, and export — video timing, speech, audio, exact/realtime playback, and encoded output.
- Tooling, editor, and diagnostics — CLI, hot reload, Canvas, plugins, syntax generation, and diagnostics.
Current beta boundary
- Windows x64 and Windows ARM64 only
- .NET 10 SDK and
story: v1beta1 - optional Canvas workflow, currently limited to one Story document per session
- public beta focuses on Story first; deeper contracts live in Reference
Keep going
- Learn: follow the curriculum and then use the Examples gallery as progressive exercises.
- Reference: look up CLI, syntax, Specs, and Releases.