vkmEngine 1.0.0
A C++ game engine · vkmengine.com
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vkmEngine documentation

Two audiences, and they want different things. Find yourself here first.

Making a game with the engine

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.

Working on the engine itself

guides/ is the law and reference/ is the map. The first time:

  1. reference/architecture.md - what the engine is, how a project reaches it, the core model, stage order, then the detail.
  2. The guides, in the order guides/README.md gives - they are what makes a change look like it was always there. Read engine.md's settled table before proposing anything structural.
  3. The subsystem page for whatever you are touching, under reference/.

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 rule these pages are kept by

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.