Contents

SushiEngine architecture

This directory explains how SushiEngine is put together: the relationship to SushiRuntime, the tier layering the modules are arranged into, and the seams a non-trivial change will touch. It is one file per subject, grouped the way cmake/EngineLayers.cmake groups the code — foundation → domain → asset → presentation → world — so the file you need is the tier the change lands in. Read docs/architecture/OVERVIEW.md before anything else; read the rest when a change crosses into them.

File What it covers
docs/architecture/OVERVIEW.md The head/battery split with SushiRuntime, and the layer table every module sits in.
docs/architecture/FOUNDATION.md The ECS, archetype-chunk storage and the system graph, and the value-type seam all precision rests on.
docs/architecture/PROFILING.md The trace timeline: per-thread zones, device tracks, log markers, the built-in and Tracy backends, and capturing.
docs/architecture/DOMAIN_PHYSICS.md The graph-coloured PGS and XPBD solvers, colliders and contacts, and their editor authoring.
docs/architecture/DOMAIN_ASTRO.md The ephemeris, celestial lighting, gravity field, reference frames, and frame-local authoring.
docs/architecture/DOMAIN_UI.md The retained ECS canvas, its anchor solver and façade, and the render pass that composites it.
docs/architecture/DOMAIN_ANIMATION.md Skeletons, clips and controllers, the deterministic animator tick, blend trees, layers, IK, morphs and retargeting.
docs/architecture/DOMAIN_INPUT.md Device-abstracted actions, bindings as data, the SDL backend, rebinding, touch, and the tick boundary.
docs/architecture/DOMAIN_AUDIO.md The two-plane audio engine: DSP core, mixer and voices, propagation, spatialization, reverb, the ECS bridge, and the bank pipeline.
docs/architecture/DOMAIN_VFX.md The particle authoring model, its deterministic CPU and cosmetic GPU backends, every render alignment, and the particle material.
docs/architecture/DOMAIN_ATMOSPHERE.md Weather providers and the cloudscape they compile to, the spatial weather field and window, and the GPU regional nest.
docs/architecture/DOMAIN_TERRAIN.md The cube-sphere quadtree, the editable layer stack, the height-source and pack formats, and the terrain draw.
docs/architecture/PRESENTATION_RENDER.md The RHI and scene-view seams, and the frame graph the passes register into.
docs/architecture/PRESENTATION_RENDER_SHADING.md What the passes compute: materials and IBL, the temporal core, shadows, and the lighting and sky passes.
docs/architecture/VOLUMETRIC_CLOUDS.md The cloud system as built after the repair program: the single-source planet map, the carve’s semantics, measured tier budgets, the capture probe workflow, and the open backlog.
docs/architecture/WORLD.md SushiLoop’s snapshot/rollback buffer, the loopback network reconciliation, and the Loop::App host loop.
docs/architecture/TOOLING.md The functional test suite’s shape and what it pins, and the se developer CLI.
docs/design/ROADMAP.md The milestones — what has landed, what is in progress, and the editor and player host shells.