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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