Engine5 development timeline (as of 16-06-2026) #14
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Apus.Core,Apus.Conv, andApus.Strings. This set the main direction for the branch: not a cosmetic cleanup, but a rebuild of the engine foundation.Apus.HashMapswas added, and platform primitives such as timing, sleeping, and thread identifiers were moved into the new base layer. This started the separation of the modern foundation from the oldApus.Common.Apus.Threadswas added, giving the engine a dedicated module for threads, locks, and synchronization. It became a necessary base for future multithreaded rendering, resource loading, and window management.Apus.Files,Apus.Utils, andApus.Libwere extracted. The base library started turning from a historically grown set of functions into a system of focused modules.EventManwas migrated onto the new foundation built fromCore,Strings,Threads, andLog. Since the event system is important for UI, scenes, and commands, this was one of the key internal migrations.Apus.Classesand the old container layer were moved onto the new foundation. This closed one of the major dependency knots that had been blocking further Base cleanup.UTF8.Formatwas added. These changes made the base layer less dependent on old platform and string workarounds.Apus.Commonin Base was almost completely replaced byApus.Coreand the related new modules. This was one of the main turning points: the old central dependency stopped being the foundation of the library.Conv.ToStr(double). For the engine this matters not only as convenience, but also as a way to get consistent output in logs, tests, and data across different systems.String32, removing old 16-bit limitations in Unicode text handling.TGameobject and into individual windows. This brought the architecture closer to a real multi-window engine.Apus.Spatialwas added and a new spatial-geometry line began. The engine gained a base for rays, frustums, bounding volumes, and future 3D code.Geom2DandGeom3Dstarted moving to unified type names, methods instead of scattered free functions, and a clearer API model.Apus.Containers, and the hash-table policy was fixed. Base became better structured and clearer in its areas of responsibility.Time.TicksUsandTime.TicksSecwere added. This matters for smooth animation, profiling, input, and stable frame measurements.TStyleBlockand the style catalog. This was a step toward a more modern and controllable UI layer.ConsoleScenegained its own buffer, filters, and display controls.Colorrecord with methods. This made graphics code easier to read and reduced the number of scattered global functions.TMesh/TGpuMeshpath was added for storing, loading, and sending geometry to the GPU. This started the replacement of the old 3D pipeline with a clearer model.MeshLabwas added as a technical demo for validating the new mesh path, sections, large grids, and GPU rendering. It became a workbench for the new 3D architecture.MeshLab,Simple3D, andShadowMapbegan moving onto the new 3D path. Engine5 started showing not only internal infrastructure, but real visible 3D scenarios.Apus.Engine.DebugDrawwas added as a visual layer for 3D debugging. It helps show axes, lines, shapes, and other service geometry directly in the scene.OBJMeshandTGpuMeshcombination, while obsolete loaders were removed. This brought the 3D side closer to a unified Engine5 architecture.All reactions