Skip to main content

runtime Folder

Folders Index

foldergameloop
foldermessaging
folderpooling
folderspawn
folderworld

Files Index

filehelios/engine/runtime/_module.ixx

Aggregate module for helios::engine::runtime namespace. More...

Description

helios::engine::runtime

Runtime infrastructure for game execution, world management, and lifecycle orchestration.

Overview

This module provides the core runtime components that manage game execution. It includes world state management, messaging infrastructure for commands and events, object pooling for efficient memory reuse, and the game loop orchestration system.

Submodules

SubmodulePurpose
gameloop/Phase-based game loop with configurable passes
world/GameWorld, Level, UpdateContext, and system registration
messaging/Command buffer, dispatchers, and event buses
pooling/GameObject pools and request handlers for object recycling
factory/GameObject creation from prefab templates
api/(Planned) Stable runtime entry points

Architecture

 runtime/
 ├── gameloop/ # Game loop orchestration (Pre/Main/Post phases)
 ├── world/ # GameWorld, Level, UpdateContext
 ├── messaging/ # Commands + Events (buffer, dispatch, bus)
 ├── pooling/ # GameObject pools and request handlers
 ├── factory/ # GameObjectFactory for prefab instantiation
 └── api/ # (Future) Stable entry points

Key Concepts

GameWorld owns all GameObjects and provides query methods for component-based iteration. It manages the lifecycle of entities and coordinates with pools and managers.

GameLoop orchestrates the frame update cycle through three phases (Pre, Main, Post), each containing passes that execute systems in order.

CommandBuffer collects commands during a phase and flushes them to dispatchers after each phase completes.

GameLoopEventBus manages phase-level and pass-level event propagation using a double-buffer pattern.



Generated via doxygen2docusaurus 2.0.0 by Doxygen 1.15.0.