vkmEngine 1.0.0
A C++ game engine · vkmengine.com
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system Directory Reference

The per-frame systems, one directory each.

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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.

Detailed Description

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.