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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.

PageCovers
FrameThe loop, the fixed frame order, simulated time, the clock behind delta time, and pausing.
WorldWhat a level describes, what opening one builds, the transition sequence, and what crosses it.
Gameplay FrameworkThe game instance, the game mode, the game state, and the player states, and what each one is scoped to.
Actors and ComponentsActors as the things in a world, components as the behavior and appearance attached to them, and the deferred destroy.
PossessionControllers as the one path from input to the simulation, possessing a pawn, and driving the same pawn from a player or a bot.
RenderingThe declarative pipeline, the layer ordering, the render modes, and the direct-drawing path.
Camera and ViewportThe three spaces, the camera’s projection, following and bounds, and the letterboxed fit.
CollisionChannels and responses, the pairs the engine reports, the manifold, and the queries.
InputNamed actions over bindings, magnitudes and edges consumed per controller, the pointer, and the touch layout catalogue.
AudioSynthesized and file-backed cues, the first-interaction unlock, and the cue events.
AssetsThe single asset root, path resolution, and the load events.
DiagnosticsThe instance and world registries, the overlay drawn in device space, and the frame metrics.
Debug SurfaceThe object initialize returns, whose poses and readings act on the live world and are driven from code.
RecordingThe wrapper over the context the pipeline draws through, per-frame inherited state, and independently drawable frames.