Skip to content

Engine reference

These pages describe the implemented engine contracts for contributors and advanced users. Start with the architecture overview, then follow the subsystem that matches the work you are doing.

Threading, ECS, VFS, startup, shutdown, and cross-thread communication.

Render graph, resource management, geometry, materials, and Vulkan lifetime.

Ingest, registry, GPU material binding, and import behavior.

Arena, pool, TLSF, scratch, GPU allocation, and platform rules.

Retained-mode UI, layout, interaction, docking, and rendering.

Arena-backed Array, maps, strings, ownership, and capacity rules.

For proposed work and historical design records, use Design documents. Those pages are not an API or product commitment unless their status says that the work is implemented.