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vkmEngine 1.0.0
A C++ game engine · vkmengine.com
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The per-frame systems, one directory each.
More...Directories | |
| animation | |
| Clips, skeletal posing, bone sockets and the pose buffer a frame publishes. | |
| async | |
| audio | |
| The mixer seam: voices, spatialization and the one place miniaudio is reached. | |
| hierarchy | |
| Parent-child links, and the world transform resolved from them each frame. | |
| particle | |
| physics | |
| Rigid bodies, collision, joints, ragdolls, character control and queries. | |
| render | |
| The engine's whole view of rendering: RenderBackend, RenderView, EditorRenderHooks. | |
| script | |
| The gameplay boundary: Behavior, BehaviorContext, and the module that loads a game's code. | |
| sky | |
| splash | |
| ui | |
| In-game UI: an ECS-authored tree resolved into one draw list per frame. | |
| visibility | |
| What the camera can see: frustum, distance and screen-size culling. | |
The per-frame systems, one directory each.
Each is registered at exactly one stage and talks to the others only through FrameContext. The stage order is Input, Simulation, Transform, Visibility, Render, Editor, declared once as SystemStage in core/system.h; app/engine_app.h places each system at its stage.