Component System
Composition-based entity design with Components, Systems, and GameWorld for flexible game logic.
Composition-based entity design with Components, Systems, and GameWorld for flexible game logic.
Commands, Events, double-buffered EventBus, and ImmediateBus for decoupled game systems.
Hierarchical scene organization with transform inheritance, parent-child relationships, and camera integration.
Coordinate systems (LHS), matrix storage (column-major), units (1 hu = 1 m), and mathematical foundations used in helios.