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D-CSIL · Engine Architecture

Chromaglyph

Simulated in continuous coordinates — rendered through characters.

The engine behind the Chromaglyph Mac app

Chromaglyph the app →This page is the engineering deep-dive

Watch Chromaglyph in action · 120Hz continuous physics and ECS simulation rendered through a real-time Metal 3 glyph rasterization pipeline

Set the YouTube quality to 1080p

What it is

Core architecture & capabilities

Chromaglyph is a native macOS graphics engine where characters are first-class GPU primitives — not cosmetic overlays. Every system from physics to lighting is built to treat the glyph grid as the canonical output surface.

Native Apple Silicon Graphics Engine

Built ground-up in Metal 3 with no abstraction layers. Leverages unified memory, half-precision compute pipelines, and triple buffering for maximum throughput on Apple Silicon.

Continuous World Simulation

Fixed 120Hz timestep, sparse-set Entity Component System (ECS), and continuous 2D sub-pixel physics with spatial hashing, SAT collision, and CCD.

Per-Cell GPU Compute Graph

Heavy visual processing runs on the glyph grid (320×180 up to 640×360 cells) rather than raw pixel buffers, utilizing deferred lighting and per-cell feature selection.

Temporally Stabilized Rendering

Custom hysteresis feedback loop prevents glyph shimmer while maintaining visual coherence during motion — no flicker, no character thrash.

Live Palette & Font Swapping

Instantly swap between ASCII, Unicode, Braille, box-drawing, emoji, and custom glyph sets at runtime without restarting the physics simulation.

Drives the Chromaglyph App

The same engine powers the Mac app's photo and video conversion — analyzing source media and composing the output entirely from glyphs — and also runs real-time rendered scenes for games (Glyphbound), visualizers, and generative graphics.

Setting expectations

What Chromaglyph is not

Glyph rendering is a frequently misunderstood category. These are the four most common misconceptions — explicitly addressed.

NOT a Post-Processing ASCII Filter

Characters are the fundamental rendering primitives in the GPU raster pipeline — not a retro video effect layered on top of pixels after the fact.

NOT a Grid-Bound or Tile-Map World

Objects and entities move freely in continuous sub-pixel coordinates. The glyph grid is strictly the final visual layer, not the world model.

NOT a Cross-Platform Web Tool

Engineered exclusively as a native macOS application, optimized for Apple Silicon GPUs and Metal 3. Browser or Linux ports are out of scope.

NOT Just a Single Game

While flagship concepts like Glyphbound are built on it, Chromaglyph is a general-purpose, reusable graphics engine and API — not a one-off project.

Technical specification

Engine graph overview

The render pipeline processes each frame through six ordered stages, all executing on the GPU via Metal compute and render command encoders.

01G-Buffer Rastergeometry pass
02Deferred Lightingper-cell illumination
03Glyph Analysis Kernelcharacter selection
04Temporal Selectionhysteresis feedback
05Instanced Quad RenderMetal draw call
06Bloom & Tonemapperpost-process
Metal 3Apple SiliconUnified MemoryHalf-precisionTriple BufferingECS120HzSub-pixel PhysicsSAT CollisionCCDSpatial HashingInstanced Quads

Author

Paul O. Derrington, Jr. · Derrington Collaborative Synthetic Intelligence Labs (D-CSIL)

derrington.collaborative.ai@gmail.com