Design documents¶
This section preserves the engine's technical decision records. It is organized by status so a reader can tell whether a page describes a current contract, proposed work, or implementation history.
| Status | Meaning |
|---|---|
| Current reference | The implemented behavior documented in the reference. |
| Proposal / RFC | Design work that is planned, under review, or incomplete. It is not a promise of shipped behavior. |
| Completed design | An implementation record retained for rationale and maintenance context. |
| Historical presentation | A point-in-time analysis; dates and examples may no longer be current. |
Current program¶
- Production execution plan
- CPU memory budget reference
- Scene serialization proposal
- Renderer resource-management proposal
- Zodiac Engine Hub / Panzerfaust integration
Proposal / RFC documents¶
The proposal index groups active and longer-horizon work by subsystem. The complete set is available here:
Editor, runtime, and tooling¶
- Animation system, audio system, input system, physics system, networking, and scripting
- Scene serialization, editor entity selection, editor undo / redo, editor play mode, editor grid, and 3D gizmo pass
- Component reflection, game/runtime boundary, save system, and Panzerfaust integration
- Build integration, cook pipeline, import pipeline, shader asset pipeline, and thumbnail generation
Rendering and memory¶
- Compute pipeline, draw-call sorting, post-processing, render-graph integration, render-resource manager, shadows, and sky rendering
- GPU allocator rearchitecture, memory budget, per-frame upload heap, profiling, and math/SIMD policy
- Particle system, text rendering, UI docking and floating windows, and Steam integration
Longer horizon¶
- Animation blend trees, asset streaming, behavior trees, culling system, deferred rendering, and light culling
- Lightmap baking, LOD system, Lua scripting, plugin example: navmesh, plugin store, plugin system, Python plugin host, and texture compression
- Virtual geometry streaming
Completed designs¶
- Actor–ECS architecture, asset manager, bindless descriptor architecture, crash handler, and engine lifecycle
- Fly camera redesign, game loop, logging policy, memory allocator audit, and migration plan
- Obelisk / Tetragrama impact, PSO cache architecture, render-graph redesign, rendering flow, and system scheduler
- TLSF allocator integration, UI system, VFS design, VFS mount backends, VFS scanner and memory backend, VFS file watcher, VFS metadata and UUID, and VFS asset registry