Overview
This section describes the engine’s internals: the model each subsystem imposes on a game, how that subsystem behaves, and why it is shaped that way. It states the model and the guarantees; the exact surface is at APIs and the idioms are at Usage.
Four properties run through every page. A game reaches the engine through the framework object it is inside rather than through a global. Input reaches the simulation only through a controller. Drawing happens only in the rendering pipeline. Everything the engine observes it broadcasts as an event a caller subscribes to.
| Page | Covers |
|---|---|
| Frame | The loop, the fixed frame order, simulated time, the clock behind delta time, and pausing. |
| World | What a level describes, what opening one builds, the transition sequence, and what crosses it. |
| Gameplay Framework | The game instance, the game mode, the game state, and the player states, and what each one is scoped to. |
| Actors and Components | Actors as the things in a world, components as the behavior and appearance attached to them, and the deferred destroy. |
| Possession | Controllers as the one path from input to the simulation, possessing a pawn, and driving the same pawn from a player or a bot. |
| Rendering | The declarative pipeline, the layer ordering, the render modes, and the direct-drawing path. |
| Camera and Viewport | The three spaces, the camera’s projection, following and bounds, and the letterboxed fit. |
| Collision | Channels and responses, the pairs the engine reports, the manifold, and the queries. |
| Input | Named actions over bindings, magnitudes and edges consumed per controller, the pointer, and the touch layout catalogue. |
| Audio | Synthesized and file-backed cues, the first-interaction unlock, and the cue events. |
| Assets | The single asset root, path resolution, and the load events. |
| Diagnostics | The instance and world registries, the overlay drawn in device space, and the frame metrics. |
| Debug Surface | The object initialize returns, whose poses and readings act on the live world and are driven from code. |
| Recording | The wrapper over the context the pipeline draws through, per-frame inherited state, and independently drawable frames. |