Developer Guide¶
For people working on the engine, the server or the tools.
Start with Development to get a build, then Architecture for the layering rules every change has to respect.
Building and contributing¶
| Page | What it covers |
|---|---|
| Development | Prerequisites per platform, CMake presets, tests, coverage, fuzzing |
| Project management | Issue types, epics, labels, milestones, and the release process |
| Roadmap | Phase schedule, critical path, per-phase acceptance criteria |
| Design · Prior art | The product's pillars, and the landscape it sits in |
| References | Upstream documentation for every dependency |
Engine internals¶
| Page | What it covers |
|---|---|
| Architecture | Layered model, module-boundary policy, content-pack system |
| Network protocol | The wire format: message table, quantized records, extension tags |
| Replay format | .flrep — versioning rules for a format that outlives its build |
| AI architecture | Provider seam, world-state API, event stream, agent surface |
| GNS backend | GameNetworkingSockets integration notes |
| Voice | Radio-net model, relay, jitter buffer |
| Haptics | The IInput haptic API and the rumble event catalogue |
| Rendering | Pass order, GPU layouts, the camera-relative invariant, HUD, quality tiers |
| Audio | SFX/music/warning-tone managers, byte-stable builtin PCM, headless testing |
Tools and instruments¶
| Page | What it covers |
|---|---|
| Tools | Every CLI binary and script in tools/ |
| Debug console | Console commands and the developer key map |
| Debug console | Console commands, the performance overlay, and visual verification |
| Load testing | bot_swarm, the scale gate, the reference environment |
| Demo recording | Headless cinematic capture for phase demos |
Decision records¶
Frozen spike resolutions — why things are the way they are. Not maintained against current behaviour, deliberately.