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Engine Modules.md
The main engine structure resides in ProEngine/Core. Each module is responsible for a specific part of the system.
Manages the main application loop, the window, the layer stack and integrates the editor when enabled.
Assertion macros (Assert.h) and logging system (Log/PELog.h) built on spdlog.
3D camera implementations (Camera3D, Camera3DController) with frustum culling and control modes.
Instrumentation tools for profiling (Debug/Instrumentor.h).
Layers and utilities for the runtime editor, based on ImGui, ImGuizmo and imnodes.
Event system (keyboard, mouse, window) and input queries.
Layer interface and LayerStack manager to organize application logic and overlays.
Rendering abstractions: buffers, shaders, materials, textures, 3D renderer control (Renderer3D) and render commands (RenderCommand).
Entity and component system using entt. Contains Scene, EntityHandle and basic rendering components.
Utilities for time measurement and delta time between frames.
Window implementation (GenericGLFWWindow) and graphics context (GraphicsContext).
Platform specific modules. Currently OpenGL (Platform/OpenGL) is supported, with buffer, shader, framebuffer and texture implementations.
Third-party submodules used by the engine.
Example application using the engine. Defines demonstration layers (SampleLayer, SceneLayer) and the entry point (Program.cpp).