Modules
- module Core SoA storage substrate: FieldProxy, component schema, temporal ring buffers, archetype chunks, logic-thread coordination, engine bootstrap.
- module Gameplay Framework OOP layer over the ECS substrate: Construct<T>, ConstructView<TEntity>, Owned<T>, tick auto-registration, ConstructBatch dispatch.
- module Game Flow Session lifecycle: FlowManager, GameState, GameMode, Soul, travel primitives, WithSpawnManagement / WithLobby / WithTeamAssignment mixins.
- module Networking Authority/Owner net handlers, ServerClientChannel, entity replication, rollback netcode, four-phase networked despawn protocol.
- module Rendering Vulkan context, three-pass GPU compute pipeline (predicate → prefix_sum → scatter), dirty-bit-driven upload, InstanceBuffer double-buffering.
- module Physics Jolt Physics integration: body management, step/pull loop, awake-only pull, JoltCharacter wrapper for CharacterVirtual controllers.
- module Audio SDL3 voice pool, handle-based playback, event registry, priority voice stealing, fade/stop API. Anti-Event-compatible for rollback presentation reconciliation.
- module Camera Per-Soul CameraLayer stack, slot resolution, orientation dispatch, CameraStateMix / CameraBlendMix / CameraOrientationMix CRTP mixins.
- module Math & Determinism Fixed32 fixed-point scalar (0.1 mm precision, bit-identical across platforms), SimFloat alias, FixedTrig, VecMath utilities.
- module Containers Lock-free ring buffers (MPMC, MPSC, SPMC), FlatMap, FixedBitset — all optimised for the 512 Hz fixed-update hot path.
- module Editor EditorContext, 8 editor panels, PIE (local + networked), ImGuizmo gizmo, 50-command undo/redo stack, AssetDatabase (.tnxid sidecars, .tnxdb), GPU picking.
- module Entity lifecycle concepts