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, the pipeline’s place in it, 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, the transform with its quaternion rotation, components as the behavior and appearance attached to an actor, the offset composition, 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 world pass through the camera and the screen pass over it, the layer ordering, the render modes, and the direct-drawing paths. |
| Camera and Viewport | The three spaces, the camera’s projection, following a view target and bounds, picking along a ray, and the letterboxed fit. |
| Collision | Channels and responses, the volumetric shapes, 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 with its sticks. |
| Audio | Synthesized and file-backed cues, positional playback heard from the camera, the first-interaction unlock, and the cue events. |
| Assets | The single asset root, path resolution, the texture and model loaders, and the load events. |
| Diagnostics | The instance and world registries, the overlay drawn on the screen layer in device space, and the frame metrics with the renderer’s counts. |
| Debug Surface | The object initialize returns, whose poses and readings act on the live world and are driven from code. |
| Recording | A recording as a video of the frames the engine drew, what a frame is and when it is taken, simulated-time timestamps and keyframes, the bracket and the frame bound, the recorder armed around a section, and two recordings scrubbed in step. |