Mission archive // read-only

Kun-Zhi Engine

Custom graphics engine for EM-8ER — Firefall’s spiritual successor

EM-8ER — a Firefall preservation project, and the spiritual successor future version.

Timeline window

Feb 24, 2026 → Sep 10, 2026

0 days of development

Lines written over time

0

Repo adds · generated SPIR-V headers excluded

Living engine source

0

src/ net · SPIR-V headers excluded

Engine source files

0

Unique src/ paths · SPIR-V headers excluded

Build updates

0 / 979

Steps along the chronicle

Signal field

Daily build activity — brighter cells mean heavier work that day

145 active days

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Idle Hot

Velocity trace

Build pace & line flow over time — 7-day smoothed

Build pace Line flow

Feb 23, 2026 · 2 updates · +3,483 / −10 lines

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Latest milestone reached

V0.1.0

v0.1.0: Vulkan hello world — window + clear to cornflower blue

Feb 24, 2026

Prior campaign // EM-8ER

LOC pace vs prior campaign

Pace = living src/ LOC/year · not ship-speed or same scope

Pace // LOC/year

-76.1%

faster LOC/year vs EM-8ER C++ + Blueprint estimate (0.2× the rate)

Living src/ ÷ full Kaiju chronicle (6.5 mo) · EM-8ER ÷ M3→same end

Native C++ only: 8.2% faster (1.1×)

Kun-Zhi Engine

951

living lines in src/ (this scrub moment)

6.5 mo chronicle · 197 days

1,760 LOC/yr over that full window

Scrub so far: 1 day elapsed (stock only)

EM-8ER

68.0K

total logic · 15.0K C++ + 53.0K BP est.

9.2 yr · since Jun 2017 (M3 campaign)

7,371 LOC/yr with Blueprints

Stock — living src/ so far: 0.0× EM-8ER’s total logic (C++ + BP est.), 0.1× native C++ only. Pace is LOC/year — not the same as stock.

BP assumption — EM-8ER Blueprints ≈ 53k C++-equivalent LOC (K2Node proxy × 5; game Content; AnimBPs off). Not a line count from disk. Native C++ is non-blank lines under game Source/. Kaiju side is git living lines under src/ only.

Scrub updates living stock; pace still annualizes over the full chronicle window

Rebuild cost delivered // Firefall + modern renderer

Firefall graphics — and beyond — running in Kaiju

Labor floor on Firefall scope · in-engine, not a valuation

Estimated Rebuild Cost Delivered

$0

($5.4M – $5.8M adjusted for inflation)

Firefall’s graphics feature set, plus a modern renderer with PBR, advanced lighting, and planetary scale — running in-engine now. Rebuilt in 6.5 mo of Kaiju work. Scope is our product assessment.

Cost window: 3 years graphics bootstrap · full studio calendar: 9 years (founded 2005 → launch Jul 2014)

How that cost is priced

Firefall graphics team: 5 programmers × 3 years engine bootstrap = 15 person-years

$150K/yr salary + 50% overhead → $225K fully loaded / engineer / year

Cost approach only — the labor floor. Not a valuation, which would likely be higher.

Assumption — Dollar figure is rebuild cost for the original Firefall graphics-team scope only. Kaiju also includes modern PBR, advanced lighting, and planetary scale beyond that era — those are not added into this cost. Not studio, IP, or market value. Salary is period pay (~2005–2007). Scope is our product judgment, not a LOC match.

Renderer compare // Firefall vs Kaiju

Firefall Era Tech vs what ships in Kaiju now

✓ yes · ~ partial · ✗ no

Feature Firefall Kaiju
Graphics API DirectX 9 Vulkan
Engine Type Deferred Vis-Buffer / Forward+
MegaTextures / virtual texture streaming ✓ ✓
Mesh Terrain (cliffs & overhangs) ✓ ✓
Clustered lighting ✗ ✓
Lights Point / Spot Point / Spot / Area
SSEL (Screen Space Emissive Lighting) ✓ ✓ ULTRA
Visibility buffer + meshlets ✗ ✓
Modern Shaders / PBR materials ✗ ✓
GPU meshlets + Hi-Z cull ✗ ✓
Seamless Loading ~ ✓
Seamless Planet & Space Travel ✗ ✓
Planetary Oceans & Water ~ ✓
Fast Vegetation/Scatter System ✓ ✓
KVBD / KNBV Volumetrics (Fog, Nebula) ✗ ✓

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Feb 24, 2026

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661 milestones on record · chronicle refreshed Sep 10, 2026