A signal-processing game engine that converts raw creative intent into rendered reality.
Hardware-agnostic input pipeline supporting multi-device binding, dead-zone calibration, and event coalescing across gamepad, keyboard, and pointer streams. Input signals are normalized before entering the processing chain.
Streaming asset loader with dependency-graph resolution, hot-reload capability, and format-agnostic deserialization. Assets flow through a priority queue with memory-pressure-aware eviction policies.
Hierarchical scene graph parser that builds spatial partition trees from declarative scene descriptions. Supports instanced sub-scenes, LOD chains, and streaming world tiles with seamless boundary stitching.
Fixed-timestep physics simulation with broadphase spatial hashing, narrowphase GJK collision detection, and iterative constraint solver. Supports rigid bodies, soft bodies, and fluid particle systems within a unified integration loop.
Composable behavior tree executor with blackboard state sharing, utility-based action selection, and GOAP planning fallback. Agent behaviors compile to bytecode for cache-friendly evaluation across thousands of concurrent entities.
Multi-backend rendering pipeline with deferred shading, clustered light culling, and indirect draw call batching. Render graph compiles draw commands into GPU-optimal submission order with automatic barrier insertion.
Spatially-aware audio mixer with HRTF binaural rendering, occlusion ray-casting, and reverb zone blending. DSP graph supports real-time parameter automation and sample-accurate event synchronization.
Deterministic lockstep networking with delta-compressed snapshots, client-side prediction, and server reconciliation. Transport layer abstracts over UDP, WebRTC, and WebSocket with automatic protocol negotiation.
The render graph is a directed acyclic graph of render passes, each declaring its resource inputs, outputs, and transient allocations. The graph compiler performs dead-pass elimination, resource aliasing, and barrier batching to minimize GPU idle time. Custom passes are authored as simple structs implementing a two-method interface.
struct ShadowPass {
fn setup(&mut self, builder: &mut RenderGraphBuilder) {
let depth = builder.create_texture(TextureDesc {
format: Format::D32Float,
extent: [2048, 2048, 1],
usage: TextureUsage::DEPTH_STENCIL,
});
builder.write_depth(depth);
builder.read_buffer(self.light_buffer);
}
fn execute(&self, ctx: &RenderContext) {
ctx.set_pipeline(&self.shadow_pipeline);
ctx.bind_buffer(0, self.light_buffer);
ctx.draw_indirect(self.draw_commands);
}
}
Pass scheduling respects explicit ordering constraints while maximizing async compute overlap. The final submission plan is cached per-frame-graph-topology and invalidated only when passes are added or removed.
The iterative constraint solver uses a Gauss-Seidel approach with warm-starting from the previous frame's accumulated impulses. Contact manifolds are persistent across frames, enabling stable stacking and reducing solver iterations. Joint limits and motors are expressed as one-dimensional constraint rows sharing the same solver infrastructure.
fn solve_constraints(islands: &[Island], dt: f32) {
for island in islands {
let inv_dt = 1.0 / dt;
// Warm start from cached impulses
for c in &island.constraints {
apply_impulse(c.body_a, c.body_b, c.accumulated);
}
// Iterative solve
for _iter in 0..SOLVER_ITERATIONS {
for c in &mut island.constraints {
let lambda = compute_lambda(c, inv_dt);
let clamped = clamp_impulse(c, lambda);
apply_impulse(c.body_a, c.body_b, clamped);
c.accumulated += clamped;
}
}
}
}
Island detection partitions the world into independent groups of interacting bodies, allowing parallelized solving across CPU cores. Sleeping bodies are excluded from island formation until external forces wake them.
The audio DSP graph processes sample buffers through a topologically-sorted chain of effect nodes. Each node operates on fixed-size blocks aligned to cache lines, enabling SIMD processing without gather operations. The graph supports dynamic routing, allowing runtime insertion and removal of effect nodes without glitching.
graph.connect(source, reverb, Port::Stereo);
graph.connect(reverb, compressor, Port::Stereo);
graph.connect(compressor, master, Port::Stereo);
// Insert a filter at runtime
let filter = graph.add_node(LowPassFilter::new(800.0));
graph.insert_between(source, reverb, filter);
// Parameter automation
graph.automate(filter, "cutoff", Envelope {
points: vec![(0.0, 800.0), (1.0, 2400.0)],
curve: Curve::Exponential,
});
Latency is bounded by the block size and graph depth. A typical configuration processes 256-sample blocks at 48kHz, yielding 5.3ms end-to-end latency through a four-node chain.