Explanations and Design¶
This directory explains algorithms, data flow, module boundaries, timing, and resource ownership. Concrete APIs, parameters, schemas, integration code, and commands are collected in API reference.
| Topic | Explanation |
|---|---|
| Format Readers and common subsystems, pose composition, and outfit cache boundaries | Model Subsystems |
| Shared skeleton definitions, Caliko reverse mapping, and diamond closure | Skeleton Dynamics |
| Fixed step, native solving, animation targets, and physics writeback | Physics |
| Author physics, body profile, secondary motion, and large coordinates | MMD/glTF |
| Camera component tracks, optical zoom, and shared clock | Camera Animation |
| Layered states, actions, and pose blending | FSM |
| Shared variant definitions and per-instance selection state | Multiplexer |
| Descriptor/execution separation, shader preparation, effects, and post-processing graphs | Custom Rendering |
| Layer responsibilities, mount publishing, and in-flight GPU reads | UML Framework |
| Core, graphics API, and host adaptation boundaries | Rendering Backends |
| Vanilla visibility, per-view marks, and sampling deduplication | Render Scheduling |
| Screen unprojection, world UI, and input ownership | World UI Input |
| Final blit, read-only borrow, and shared capture | Frame Output |
| Same-process camera view isolation, world subscription, and GPU synchronization | Multi-Camera and Offscreen |
| Translucent passes, WBOIT, and depth compositing | Alpha Rendering |
| Stylized textures, material variants, and generation-based caching | PBR |
| Weather density layers, ray marching, and shadowing | Volumetric Clouds |
| Content tree, property conversion, factories, and registration dispatch | Data-Driven Registration |