This hub covers the engine architecture and the major subsystem docs. Core
runtime architecture centers on EventManager event flow, EDM-backed AI state,
controller-owned harvesting and social flows, world-resource orchestration, and
the SDL3_GPU rendering path.
- AIManager
- Behavior Execution Pipeline
- Behavior Modes
- Behavior Quick Reference
- NPC Memory
- Pathfinding System
- EventManager
- EventManager Quick Reference
- EventManager Advanced
- EventFactory
- Time Events
- Controllers Overview
- CombatController
- HudController
- InventoryController
- HarvestController
- SocialController
- WorldManager
- WorldResourceManager
- ProjectileManager
- GPU Rendering
- UIManager Guide
- UIConstants Reference
- Auto-Sizing System
- DPI-Aware Font System
- Minimap Implementation
- Entity System
- GameState Documentation
- LogoState
- MainMenuState
- GamePlayState
- LoadingState
- PauseState
- SettingsMenuState
- GameOverState
- FrameProfiler
- Camera
- JsonReader
- JSON Resource Loading Guide
- MenuNavigation
- Serialization
- ResourceHandle System
tests/TESTING.mdtests/valgrind/README.mdtests/cppcheck/README.mdtests/clang-tidy/README.mdtools/README.md
Validation coverage includes behavior transitions, NPC memory, controller tests, input command tests, sidecar tests, GPU frame timing benchmarks, atlas tool tests, static-analysis helper scripts, and the retained runtime/test Valgrind split.
- WorkerBudget docs describe threshold learning and hysteresis. A 10-sample EMA warmup prevents cold-start spikes from triggering premature threading decisions.
- InputManager
getAxisX/getAxisYreturn normalizedfloatin [-1.0, 1.0]. Gamepad hotplugging is handled automatically. TimestepManagerdocumentation lives underdocs/core/and covers display-refresh-aware cadence snapping.- Performance reports under
docs/performance_reports/should be treated as dated measurements unless their metadata explicitly matches the checked-out commit and local environment.