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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

  1. Author Story scripts, composite sprites, and optional local shader types.
  2. Preview with story preview, story live, or the optional Canvas host.
  3. Inspect with story bake, story frame, story cues, story syntax, and the action-oriented Canvas preview model.
  4. 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 motioncreate, 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:

  1. Authoring and packages — Story documents, package-local assets, Design, tokens, styles, and source-defined types.
  2. Descriptors and compilation — YAML syntax, exact Story types, generated descriptors, compile, bake, and playback.
  3. Actions, execution, and timing — action ordering, completion sources, waits, cues, animation, and tracks.
  4. Scene, layout, and composition — sprites, layers, arrangement, camera/world/screen spaces, paths, and Layer 3D.
  5. Reuse and morph — Composite Sprites, public identity, replacement, and the boundary between shipped morph behavior and proposed transition design.
  6. Media, TTS, and export — video timing, speech, audio, exact/realtime playback, and encoded output.
  7. 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

Rune Project brings Rune Story authoring together with the Rune Engine rendering foundation.