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SleakEngine 1.0.0
C++23 multi-backend game engine
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| Core | Application lifecycle, scene lifecycle, and the command-line, logging, and window helpers Application depends on |
| Scene | Scene graph and Entity-Component system: GameObject, the base Component type, and the built-in component types |
| Camera | Camera projection/view state and the view frustum used for CPU-side visibility tests |
| Rendering | Renderer-facing public runtime: meshes, materials, textures, skybox, and model loading |
| Animation | Skeletal animation runtime: clips, blending state machines, and the skeleton bone hierarchy |
| Vertex Formats | Custom vertex format registration API a game uses to describe its own vertex layouts to the renderer |
| Lighting | Light types (directional, point, spot, area) and the manager that collects them for rendering |
| Physics | Collision shapes, broadphase structures, rigidbody simulation, and the physics world that drives them |
| Events | Core event types plus the dispatcher and delegate machinery that routes them |
| Input | Keyboard, mouse, and action-mapped input handling |
| Culling | CPU frustum culling and software occlusion culling against a rasterized depth buffer |
| Math | Vectors, matrices, quaternions, colors, and general math helpers |
| Memory | Reference-counted and smart pointer types used for engine resource ownership |
| Utility | General-purpose containers, the String type, and the exception hierarchy |
| Debug | Debug line rendering, benchmarking, and runtime system metrics overlays |
| UI | Thin Dear ImGui wrapper; the only UI surface Game is allowed to call |
| File System | File access and the serialization interfaces built on top of it |