docs(wiki): update Engine-Architecture for ZUI changes
- Step 11 main thread: ImGui → ZUI overlay build/layout/interact/PreparePayload
- Step 10: OnUpdate() now runs before CameraController::Update (hover gate)
- Step 12: FrameRateCap unconditional — buffer-full path also calls Wait
- Render thread step 6: ImGuiRenderer → ZUIRenderer::Submit
- Render thread step 9: render_timer.End() → SmoothedDeltaTime update
- Shutdown: ImGuiRenderer::Deinitialize → ZUIRenderer::Deinitialize
- See also: add ZUI System link
docs(ecs): comprehensive ECS and Actor system documentation
- Two-tier object model diagram (ActorManager/Actor/EntityID/Scene/ComponentStorage)
- All 8 components documented with fields and constraints
- Scene API: ForEach iteration model, interpolation helpers
- Actor lifecycle sequence diagram with OnCreate/OnTick/OnDestroy
- WorldTick: conflict rule, wave model, per-system staging buffers
- WorldCommands: all 4 command kinds with Flush semantics
- ECS -> Render bridge gap documented: FillRenderableTransforms exists
but output is never consumed; MeshComponent.RenderInstanceId always
UINT32_MAX; no bridge system wired (issue #604)
docs: migrate all wiki pages to Mermaid diagrams + add Asset Manager page
- Engine-Architecture: Big Picture, cross-thread comms (mailbox/MTS/RRM),
WorldTick wave execution, WorldCommands merge, asset pipeline, VFS hot-reload,
init sequence, and shutdown order all converted to Mermaid flowchart/sequence
- Memory-Management: memory budget hierarchy graph, scratch arena sequence,
deferred Vulkan destroy flow, GPU domain graph — all Mermaid; budget table
updated to reflect new 8 GB root and open-world sizes (#635)
- Rendering-Domain: architecture overview, per-frame sequence, scene mesh
pipeline, material pipeline, RGS pass DAG, compaction sequence, shutdown
order — all converted to Mermaid; recently-fixed table updated with #632-634
- Asset-Manager: new page covering pipeline position, memory layout, all four
ingest flows, GPU material binding end-to-end, lookup API, thread safety,
initialization contract, and known gaps
- Home: added Asset Manager entry to the page index
docs: WorldTick/WorldCommands staging buffers, mark #606/#607/#609/#568 resolved
docs(wiki): add Engine Architecture and Memory Management pages