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vkmEngine 1.0.0
A C++ game engine · vkmengine.com
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Two audiences, and they want different things. Find yourself here first.
Start at getting-started.md - install, first project, writing a behavior, and shipping. Then whichever of these you need:
| I want to | Read |
|---|---|
| put things in a world and move them | ecs.md |
| write gameplay code | scripting.md |
| read a key, a button, or the mouse | input.md |
| build a HUD or a menu | ui.md |
| make things fall, collide, or walk | physics.md |
| play a sound | audio.md |
| play an animation | animation.md |
| let two people play together | networking.md |
| load a model or a texture | io.md |
| author a scene by hand | editor.md |
Each of those pages but io.md opens with what you write and ends with a How it works inside section. You can stop at that heading; it is there for whoever maintains the engine, not for whoever uses it.
guides/ is the law and reference/ is the map. The first time:
Then building.md for targets and flags, and threading.md, resources.md, rendering.md, lighting.md, visibility.md, hierarchy.md and events.md for the parts a game never calls directly.
The code is the source of truth. If a page disagrees with the source, the source is right and the page is a defect - fix it or say so. The checks in tests/docs/docs_tests.cpp fail the test suite on the ways that have actually rotted: a dead link or anchor, a named source file that no longer exists, a hand-copied list that stopped matching the code it describes, and a page no index links to.