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History / Engine Architecture

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  • 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

    @JeanPhilippeKernel JeanPhilippeKernel committed Aug 31, 2026
  • 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)

    Jean Philippe committed Aug 21, 2026
  • 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

    @JeanPhilippeKernel JeanPhilippeKernel committed Aug 20, 2026
  • docs: WorldTick/WorldCommands staging buffers, mark #606/#607/#609/#568 resolved

    Konan Kouassi committed Aug 19, 2026
  • docs(wiki): add Engine Architecture and Memory Management pages

    Jean Philippe committed Aug 18, 2026