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github-actions[bot] edited this page Aug 27, 2026
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Every source file scanned by the API documentation pipeline.
Each entry shows line count and — when the file has a top-of-file
@brief— a one-line summary. Click a path to open the source file.
Auto-generated by docs/generate-file-tree.sh.
Edges are aggregated from #include "..." directives grouped by top-level module.
graph LR
SparkEditor --> Communication
SparkEditor --> Core
SparkEditor --> Engine
SparkEditor --> Graphics
SparkEditor --> SceneManager
SparkEditor --> UndoRedo
SparkEditor --> Utils
SparkEditor --> __
SparkEditor --> misc
SparkEngine --> Audio
SparkEngine --> Camera
SparkEngine --> Components
SparkEngine --> Core
SparkEngine --> D3D11
SparkEngine --> D3D12
SparkEngine --> Engine
SparkEngine --> Enums
SparkEngine --> Game
SparkEngine --> Graphics
SparkEngine --> HybridRT
SparkEngine --> Input
SparkEngine --> Metal
SparkEngine --> OpenGL
SparkEngine --> Physics
SparkEngine --> RHI
SparkEngine --> RenderGraph
SparkEngine --> SceneManager
SparkEngine --> Spark
SparkEngine --> Systems
SparkEngine --> Utils
SparkEngine --> Vulkan
SparkEngine --> __
SparkGame --> Engine
SparkGame --> Graphics
SparkGame --> Spark
SparkGame --> Utils
SparkGameARPG --> Combat
SparkGameARPG --> Demo
SparkGameARPG --> Dungeon
SparkGameARPG --> Engine
SparkGameARPG --> Enums
SparkGameARPG --> Graphics
SparkGameARPG --> Hero
SparkGameARPG --> Input
SparkGameARPG --> Loot
SparkGameARPG --> Monster
SparkGameARPG --> Skill
SparkGameARPG --> Spark
SparkGameARPG --> Utils
SparkGameFPS --> Audio
SparkGameFPS --> Camera
SparkGameFPS --> Console
SparkGameFPS --> Core
SparkGameFPS --> Engine
SparkGameFPS --> Enums
SparkGameFPS --> Game
SparkGameFPS --> Graphics
SparkGameFPS --> Input
SparkGameFPS --> Physics
SparkGameFPS --> Projectiles
SparkGameFPS --> SceneManager
SparkGameFPS --> Spark
SparkGameFPS --> Utils
SparkGameMMO --> Account
SparkGameMMO --> Achievement
SparkGameMMO --> Character
SparkGameMMO --> Chat
SparkGameMMO --> Crafting
SparkGameMMO --> Dungeon
SparkGameMMO --> Engine
SparkGameMMO --> Enums
SparkGameMMO --> Gameplay
SparkGameMMO --> Graphics
SparkGameMMO --> Guild
SparkGameMMO --> Input
SparkGameMMO --> Inventory
SparkGameMMO --> Party
SparkGameMMO --> Persistence
SparkGameMMO --> Player
SparkGameMMO --> Reputation
SparkGameMMO --> Spark
SparkGameMMO --> Trading
SparkGameMMO --> UI
SparkGameMMO --> Utils
SparkGameMMO --> World
SparkGameMMO --> WorldBoss
SparkGameMMOFPS --> Account
SparkGameMMOFPS --> Audio
SparkGameMMOFPS --> Camera
SparkGameMMOFPS --> Console
SparkGameMMOFPS --> Core
SparkGameMMOFPS --> Data
SparkGameMMOFPS --> Engine
SparkGameMMOFPS --> Game
SparkGameMMOFPS --> Graphics
SparkGameMMOFPS --> Input
SparkGameMMOFPS --> Net
SparkGameMMOFPS --> Persistence
SparkGameMMOFPS --> Physics
SparkGameMMOFPS --> SceneManager
SparkGameMMOFPS --> Spark
SparkGameMMOFPS --> UI
SparkGameMMOFPS --> Utils
SparkGameMMOFPS --> World
SparkGameOpenWorld --> Audio
SparkGameOpenWorld --> Engine
SparkGameOpenWorld --> Enums
SparkGameOpenWorld --> Events
SparkGameOpenWorld --> Exploration
SparkGameOpenWorld --> Gathering
SparkGameOpenWorld --> Graphics
SparkGameOpenWorld --> Persistence
SparkGameOpenWorld --> Player
SparkGameOpenWorld --> Settlement
SparkGameOpenWorld --> Spark
SparkGameOpenWorld --> Utils
SparkGameOpenWorld --> Wildlife
SparkGameOpenWorld --> World
SparkGamePlatformer --> Audio
SparkGamePlatformer --> Camera
SparkGamePlatformer --> Checkpoint
SparkGamePlatformer --> Collectible
SparkGamePlatformer --> Core
SparkGamePlatformer --> Engine
SparkGamePlatformer --> Enums
SparkGamePlatformer --> Hazard
SparkGamePlatformer --> Input
SparkGamePlatformer --> Level
SparkGamePlatformer --> Player
SparkGamePlatformer --> Spark
SparkGamePlatformer --> Utils
SparkGameRPG --> Audio
SparkGameRPG --> Character
SparkGameRPG --> Combat
SparkGameRPG --> Engine
SparkGameRPG --> Enums
SparkGameRPG --> Gameplay
SparkGameRPG --> Graphics
SparkGameRPG --> Inventory
SparkGameRPG --> NPC
SparkGameRPG --> Spark
SparkGameRPG --> Utils
SparkGameRPG --> World
SparkGameRTS --> Audio
SparkGameRTS --> Building
SparkGameRTS --> Command
SparkGameRTS --> Demo
SparkGameRTS --> Engine
SparkGameRTS --> Enums
SparkGameRTS --> FogOfWar
SparkGameRTS --> Graphics
SparkGameRTS --> Input
SparkGameRTS --> Match
SparkGameRTS --> Resource
SparkGameRTS --> Spark
SparkGameRTS --> Unit
SparkGameRTS --> Utils
SparkGameRacing --> AI
SparkGameRacing --> Audio
SparkGameRacing --> Camera
SparkGameRacing --> Engine
SparkGameRacing --> Enums
SparkGameRacing --> Graphics
SparkGameRacing --> HUD
SparkGameRacing --> Input
SparkGameRacing --> Race
SparkGameRacing --> Spark
SparkGameRacing --> Track
SparkGameRacing --> Utils
SparkGameRacing --> Vehicle
SparkGameVisualScript --> Engine
SparkGameVisualScript --> Spark
SparkGameVisualScript --> Utils
SparkSDK --> Spark
SparkShaderCompiler --> __
Tests --> Account
Tests --> AssetPipeline
Tests --> Audio
Tests --> Camera
Tests --> Communication
Tests --> Console
Tests --> Core
Tests --> Data
Tests --> Engine
Tests --> Game
Tests --> Graphics
Tests --> Input
Tests --> LevelStreaming
Tests --> Net
Tests --> Panels
Tests --> Persistence
Tests --> Physics
Tests --> Prototyping
Tests --> SceneManager
Tests --> SceneSystem
Tests --> Search
Tests --> Spark
Tests --> UI
Tests --> UIDesigner
Tests --> UndoRedo
Tests --> Utils
Tests --> VersionControl
Tests --> Workflow
Tests --> World
Tests --> __
-
GameplayShowcase.cpp— 472 LOC — Implementation of GameplayShowcase — engine subsystem demonstration -
GameplayShowcase.h— 102 LOC — Demonstrates usage of multiple SparkEngine subsystems from a game module -
Main.cpp— 222 LOC — SparkGame DLL - IModule implementation and exports -
SparkGame.h— 62 LOC — SparkGame module - engine capabilities showcase
-
ARPGCombatSystem.cpp— 165 LOC — Real-time ARPG combat resolution, resistance calculation, and DoT processing -
ARPGCombatSystem.h— 99 LOC — Real-time ARPG combat with damage types, resistances, and AoE
-
ARPGAbilityCatalog.h— 139 LOC — Engine-native ability, aura, and proc definitions for SparkGameARPG. -
ARPGEngineSystems.cpp— 553 LOC — Implementation of engine system integrations for the ARPG module -
ARPGEngineSystems.h— 146 LOC — Wires Spark Engine subsystems into ARPG gameplay -
Main.cpp— 485 LOC — SparkGameARPG DLL - IModule implementation and exports -
SparkGameARPG.h— 92 LOC — SparkGameARPG module - Diablo-style action-RPG showcase
-
ARPGDemoEncounter.cpp— 361 LOC — Playable ARPG encounter orchestration. -
ARPGDemoEncounter.h— 73 LOC — Small deterministic encounter loop that turns the ARPG systems into a playable example.
-
ARPGDungeonSystem.cpp— 252 LOC — Procedural dungeon floor generation and tier difficulty scaling -
ARPGDungeonSystem.h— 89 LOC — Procedural dungeon level generation with difficulty tiers
-
ARPGEnums.h— 118 LOC — Enumerations for ARPG gameplay systems
-
ARPGHeroSystem.cpp— 361 LOC — Hero class definitions, stat growth, leveling, and attribute allocation -
ARPGHeroSystem.h— 117 LOC — Hero classes, attributes, leveling, and experience curves
-
ARPGLootSystem.cpp— 262 LOC — Diablo-style randomized loot with affixes, rarity weights, and item naming -
ARPGLootSystem.h— 81 LOC — Diablo-style randomized loot generation with affixes and rarity tiers
-
ARPGMonsterSystem.cpp— 365 LOC — Monster templates, spawning, level scaling, and champion affix assignment -
ARPGMonsterSystem.h— 116 LOC — Monster types, champion affixes, elite packs, and boss encounters
-
ARPGSkillSystem.cpp— 288 LOC — Skill tree population, learning, cooldown tracking, and usage -
ARPGSkillSystem.h— 91 LOC — Skill trees with active/passive abilities, cooldowns, and class tiers
-
AdvancedConsoleCommands.cpp— 453 LOC — Complete console command integration for all advanced systems -
AdvancedConsoleCommands.h— 21 LOC — Console command declarations for unified GraphicsEngine
-
Main.cpp— 1304 LOC — SparkGameFPS DLL - IModule + IGameModule implementation and exports -
SparkGameFPS.h— 89 LOC — SparkGameFPS module - Spark Engine FPS showcase
-
GameSystemEnums.h— 409 LOC — Game system enumerations for Spark Engine
-
ArenaBuilder.cpp— 208 LOC — Procedural arena construction with multi-room layouts -
ArenaBuilder.h— 69 LOC — Procedural arena construction with multi-room layouts -
ClassSystem.cpp— 692 LOC — Implementation of the FPS class system -
ClassSystem.h— 304 LOC — FPS class system for the Spark Engine showcase -
Console.cpp— 268 LOC -
Console.h— 205 LOC — Debug console system for runtime commands and logging -
CubeObject.cpp— 67 LOC -
CubeObject.h— 115 LOC — Axis-aligned cube primitive game object for prototyping and level design -
Enemy.cpp— 432 LOC — AI-driven enemy implementation using engine BehaviorTree system -
Enemy.h— 140 LOC — AI-driven enemy entity for the SparkGame arena -
Game.cpp— 855 LOC -
Game.h— 668 LOC — Main game class - Spark Arena engine showcase -
GameConsoleOps.cpp— 894 LOC — Console integration, graphics settings, scene management, class system, -
GameDebugUI.cpp— 145 LOC — Live status and editor controls for the playable Spark Arena example -
GameEngineSystems.cpp— 273 LOC — Engine system integration — wires audio, weather, destruction, -
GameMechanics.cpp— 397 LOC -
GameMechanics.h— 229 LOC — Additional game mechanics for enhanced gameplay -
GameMode.cpp— 697 LOC — Implementation of the FPS game mode system -
GameMode.h— 299 LOC — FPS game mode system with scoring, rounds, and rules -
GameSetup.cpp— 546 LOC — Game initialization helpers — scene creation, system setup -
GravitySystem.cpp— 351 LOC -
GravitySystem.h— 226 LOC — Enhanced gravity system with zones and per-object gravity -
HUDSystem.cpp— 320 LOC — Implementation of the FPS HUD system -
HUDSystem.h— 454 LOC — FPS Heads-Up Display system for rendering in-game UI elements -
InteractiveObject.cpp— 974 LOC -
InteractiveObject.h— 508 LOC — Interactive object system for Spark Engine -
InventorySystem.h— 455 LOC — Item-based inventory system with slots, stacking, and weight -
LootSystem.cpp— 326 LOC — Enemy loot drops and timed power-up buffs -
LootSystem.h— 168 LOC — Enemy loot drops and timed power-up buffs -
ModelObject.cpp— 97 LOC — Implementation of ModelObject class -
ModelObject.h— 75 LOC — GameObject that renders .obj model files -
MultiplayerSystem.cpp— 659 LOC — FPS multiplayer system implementation -
MultiplayerSystem.h— 389 LOC — Networked multiplayer system for the FPS game module -
PlaneObject.cpp— 62 LOC -
PlaneObject.h— 119 LOC — Flat rectangular plane primitive for ground surfaces and level design -
Player.cpp— 1084 LOC -
Player.h— 795 LOC — Player character controller with movement, combat, and health systems -
PlayerConsole.cpp— 251 LOC -
PlayerTypes.h— 80 LOC — Player-related type definitions and state structures -
ProgressionSystem.cpp— 200 LOC — XP, leveling, and unlock progression -
ProgressionSystem.h— 152 LOC — XP, leveling, and unlock progression system -
PyramidObject.cpp— 70 LOC -
PyramidObject.h— 107 LOC — Four-sided pyramid primitive game object for decorative and test geometry -
QuestSystem.h— 396 LOC — Objective-based quest tracking system with progress and rewards -
RampObject.cpp— 63 LOC -
RampObject.h— 111 LOC — Inclined ramp primitive game object for slopes and traversal surfaces -
SphereObject.cpp— 65 LOC -
SphereObject.h— 118 LOC — UV-sphere primitive game object for prototyping and physics testing -
Terrain.cpp— 647 LOC -
Terrain.h— 209 LOC — Enhanced terrain system with LOD, texture splatting, and RAII safety -
VehicleSystem.cpp— 1009 LOC -
VehicleSystem.h— 364 LOC — Ground and aerial vehicle system for Spark Engine -
WallObject.cpp— 53 LOC -
WallObject.h— 111 LOC — Vertical wall primitive game object for barriers and level boundaries -
WaveSpawner.cpp— 284 LOC — Wave-based enemy spawning with escalating difficulty -
WaveSpawner.h— 166 LOC — Wave-based enemy spawning system with escalating difficulty
-
Bullet.cpp— 52 LOC -
Bullet.h— 90 LOC — High-speed hitscan-style bullet projectile for rifles and pistols -
Grenade.cpp— 139 LOC -
Grenade.h— 124 LOC — Gravity-affected grenade projectile with timed fuse and area explosion -
Projectile.cpp— 178 LOC -
Projectile.h— 212 LOC — Base class for all projectile objects in the game -
ProjectilePool.cpp— 349 LOC -
ProjectilePool.h— 184 LOC — Object pool system for efficient projectile management -
Rocket.cpp— 139 LOC -
Rocket.h— 152 LOC — Rocket projectile with contact explosion and smoke trail effect -
WeaponStats.cpp— 340 LOC — Implementation of weapon statistics and utility functions -
WeaponStats.h— 162 LOC — Weapon configuration and statistics system
-
MMOAccountSystem.cpp— 551 LOC — Account registration, login authentication, and session management -
MMOAccountSystem.h— 169 LOC — Account management: registration, login, sessions, bans
-
MMOAchievementSystem.cpp— 318 LOC — Achievement definitions, stat tracking, and completion logic -
MMOAchievementSystem.h— 114 LOC — Achievement tracking with stat-based criteria and tiered rewards
-
MMOCharacterSystem.cpp— 480 LOC — Race/class definitions, character creation and selection -
MMOCharacterSystem.h— 189 LOC — Character creation, selection, race/class definitions, and appearance
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MMOChatSystem.cpp— 275 LOC — Multi-channel chat with network message routing -
MMOChatSystem.h— 94 LOC — Multi-channel chat system for the MMO showcase
-
MMOEngineSystems.cpp— 441 LOC — Wires SparkGameMMO into engine subsystems: weather, abilities, dialogue, -
MMOEngineSystems.h— 110 LOC — Wires SparkGameMMO into engine subsystems: weather, abilities, dialogue, -
Main.cpp— 858 LOC — SparkGameMMO DLL - IModule implementation and exports -
SparkGameMMO.h— 114 LOC — SparkGameMMO module - MMO networking showcase
-
MMOCraftingSystem.cpp— 369 LOC — Recipe registry, crafting execution, and skill progression -
MMOCraftingSystem.h— 110 LOC — Item crafting with recipes, stations, and skill progression
-
MMODungeonSystem.cpp— 342 LOC — Dungeon definitions, instance management, boss encounters, lockouts -
MMODungeonSystem.h— 143 LOC — Instanced dungeon system with boss encounters and loot lockouts
-
MMOEnums.h— 218 LOC — Enumerations for MMO gameplay systems
-
MMOGameplaySession.cpp— 495 LOC — Playable vertical slice for the SparkGameMMO showcase. -
MMOGameplaySession.h— 104 LOC — Playable vertical slice that connects the MMO module's gameplay systems.
-
MMOGuildSystem.cpp— 301 LOC — Guild creation, membership, permissions, and bank operations -
MMOGuildSystem.h— 116 LOC — Guild creation, rank management, permissions, and guild bank
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MMOInventorySystem.cpp— 333 LOC — Item registry, inventory operations, and loot table implementation -
MMOInventorySystem.h— 118 LOC — MMO item definitions, inventory management, and loot tables
-
MMOPartySystem.cpp— 305 LOC — Party formation, role assignment, ready checks, and loot rules -
MMOPartySystem.h— 114 LOC — Party/group system for cooperative MMO content
-
MMOPersistenceSystem.cpp— 891 LOC — Database schema, prepared statements, and save/load implementation -
MMOPersistenceSystem.h— 257 LOC — MMO character and world persistence using AsyncDatabasePool
-
MMOPlayerSystem.cpp— 574 LOC — MMO player spawning, replication, prediction, and area migration -
MMOPlayerSystem.h— 151 LOC — MMO player management: spawning, replication, prediction, migration
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MMOReputationSystem.cpp— 309 LOC — Faction definitions, reputation changes with spillover, tier rewards -
MMOReputationSystem.h— 97 LOC — Faction reputation tracking with tiered rewards and spillover
-
MMOTradingSystem.cpp— 420 LOC — Direct trading and auction house implementation -
MMOTradingSystem.h— 124 LOC — Player-to-player trading and auction house
-
MMOLoginUI.cpp— 545 LOC — Login, character select, and character creation ImGui panels -
MMOLoginUI.h— 116 LOC — ImGui-based login, character select, and character creation screens
-
MMOWorldSetup.cpp— 501 LOC — MMO world area definitions and server topology configuration -
MMOWorldSetup.h— 119 LOC — Configures the MMO world: area definitions, server topology, streaming
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MMOWorldBossSystem.cpp— 460 LOC — World boss definitions, phase management, contribution tracking -
MMOWorldBossSystem.h— 139 LOC — Open-world boss encounters with phases, contribution tracking, shared loot
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TFAccountSystem.cpp— 227 LOC — TERRAFRONT account register/login core logic (W5 onboarding, Task 2). -
TFAccountSystem.h— 63 LOC — TERRAFRONT account register/login core logic (W5 onboarding, Task 2). -
TFCharacterSystem.cpp— 165 LOC — TERRAFRONT character CRUD + enter-world core logic (W5 onboarding, Task 3). -
TFCharacterSystem.h— 67 LOC — TERRAFRONT character CRUD + enter-world core logic (W5 onboarding, Task 3). -
TFCrypto.cpp— 359 LOC — SHA-256 / HMAC-SHA256 / PBKDF2-HMAC-SHA256 implementation. -
TFCrypto.h— 51 LOC — Self-contained SHA-256 / HMAC-SHA256 / PBKDF2-HMAC-SHA256 primitives
-
TFCommands.cpp— 461 LOC — TERRAFRONT console command registration (tf_*). -
TFCommandsGameplay.cpp— 451 LOC — TERRAFRONT console commands — data/world, debug/move and W2/W3 -
TFCommandsInternal.h— 55 LOC — Shared internals for the TFCommands*.cpp split parts: the lower-case -
TFCommandsNet.cpp— 498 LOC — TERRAFRONT console commands — chat + W5 onboarding surface and the -
TFQuickplay.cpp— 148 LOC — Security-gated local-listen-host onboarding and war bootstrap. -
TFQuickplay.h— 146 LOC — Local listen-host quickplay options and bootstrap entry point.
-
Main.cpp— 437 LOC — TERRAFRONT module — IModule exports and lifecycle (OnLoad boot -
MainFrame.cpp— 257 LOC — TERRAFRONT module per-frame callbacks: OnUpdate / OnFixedUpdate / -
SparkGameMMOFPS.h— 179 LOC — TERRAFRONT — massively-multiplayer combined-arms FPS module. -
TFEvents.h— 138 LOC — TERRAFRONT in-process event structs + a tiny synchronous event bus. -
TFFixedStep.h— 32 LOC — Shared TERRAFRONT authoritative fixed-step schedule. -
TFTypes.h— 301 LOC — TERRAFRONT core types, ids, constants, and the shared game context.
-
TFDataTables.cpp— 380 LOC — JSON data-table loaders (factions, weapons, classes, vehicles, -
TFDataTables.h— 278 LOC — JSON data-table loaders (weapons/vehicles/classes/regions/factions). -
TFDataTablesInternal.h— 80 LOC — Shared internals for the TFDataTables*.cpp split parts: the -
TFDataTablesParseRoster.cpp— 363 LOC — Roster-table parsers (factions/weapons/classes/vehicles) with the -
TFDataTablesParseWorld.cpp— 431 LOC — World-table parsers (regions/continent lattice, presentation,
-
TFAbilitySystem.cpp— 435 LOC — Class abilities (W9) — lifecycle (Initialize/Update/FixedUpdate), -
TFAbilitySystem.h— 236 LOC — Class abilities (W9): server-authoritative activation, durations, -
TFAbilitySystemClient.cpp— 285 LOC — TFAbilitySystem client half: local-player mirror queries and tick, -
TFAbilitySystemServer.cpp— 407 LOC — TFAbilitySystem server half: wire entry + validation, the -
TFAbilityTypes.h— 117 LOC — Ability wire protocol + tuning split out of TFAbilitySystem.h -
TFAudioAmbience.cpp— 433 LOC — Per-zone ambient beds (sanctuary hum / continent wind, crossfaded) -
TFAudioAmbience.h— 146 LOC — Per-zone ambient audio beds + activity-biased one-shot layers. -
TFAudioAmbienceWire.cpp— 145 LOC — TFAudioAmbience wire half: the W9 remote-fire client fx seam -
TFBallistics.cpp— 116 LOC — Implementation of the stateless ballistics helpers: hit-zone -
TFBallistics.h— 93 LOC — Server ballistics helpers for TFWeaponSystem: physics-backed world -
TFBlobShadows.cpp— 217 LOC — Ground-projected blob shadow renderer (see TFBlobShadows.h for the -
TFBlobShadows.h— 113 LOC — Client-side ground-projected "blob" shadows under pawns, vehicles, -
TFBotSystem.cpp— 437 LOC — Server-side bots driving the REAL game paths: faction select + spawn -
TFBotSystem.h— 296 LOC — Server-side AI combatants — the W2 validation workhorse that makes -
TFBotSystemBrain.cpp— 396 LOC — TFBotSystem 5 Hz brain: per-life state reset, the alive think -
TFBotSystemChaos.cpp— 402 LOC — TFBotSystem chaos exercise mode (bots-chaos lane): run start/stop, -
TFBotSystemCombat.cpp— 236 LOC — TFBotSystem combat: target acquisition with hysteresis + rough LoS, -
TFBotSystemInternal.h— 242 LOC — Shared internals for the TFBotSystem*.cpp split parts: bot tuning -
TFBotSystemNav.cpp— 185 LOC — TFBotSystem local obstacle avoidance (W12 bot-navigation): chest- -
TFBotSystemTypes.h— 31 LOC — Shared bot-facing declarations split out of TFBotSystem.h: the base -
TFBotSystemVehicle.cpp— 300 LOC — TFBotSystem vehicle use: driver-seat approach/boarding through the -
TFCaptureFx.cpp— 392 LOC — Capture-point presentation FX (see TFCaptureFx.h for the contract). -
TFCaptureFx.h— 117 LOC — Client-side "capturing feels alive" presentation for region capture -
TFChaosHarness.cpp— 271 LOC — Chaos-run validation: counters + the machine-greppable tf_validate -
TFChaosHarness.h— 117 LOC — Chaos-run validation counters + the tf_validate PASS/FAIL report. -
TFColossusSystem.cpp— 195 LOC — Colossus exosuit purchase (W3) — flux-gated in-place pawn swap. -
TFColossusSystem.h— 95 LOC — Colossus exosuit purchase + suit stats (W3). -
TFComponents.h— 115 LOC — TERRAFRONT ECS components (DESIGN.md §3). -
TFDamageSystem.cpp— 457 LOC — Server-authoritative damage: shield-first absorb, faction regen -
TFDamageSystem.h— 288 LOC — Health/shields, TTK model, friendly fire, kill credit. -
TFDeployablePlacement.cpp— 201 LOC — W6 placement validation (slope / spacing / region ownership / physics -
TFDeployableSystem.cpp— 347 LOC — Fabricator turret / ammo pack + Medtech beacon (W3) + resupply -
TFDeployableSystem.h— 251 LOC — Fabricator turret / ammo pack + Medtech beacon (W3). -
TFDeployableSystemInternal.h— 26 LOC — Shared internals for the TFDeployableSystem*.cpp split parts: the -
TFDeployableSystemNet.cpp— 194 LOC — TFDeployableSystem 0x54FC-0x54FE replication: server broadcast -
TFDeployableSystemServer.cpp— 265 LOC — TFDeployableSystem server placement + damage/destroy paths: -
TFDeployableSystemTick.cpp— 318 LOC — TFDeployableSystem server-tick mechanics: lifetime expiry, the W3 -
TFDeployableTypes.h— 107 LOC — Deployable kind catalog + per-kind placement/stat specs (W6 expansion). -
TFDirectiveData.h— 114 LOC — Data-driven directive (mission) definitions — code tables, no new file formats. -
TFDirectiveSystem.cpp— 356 LOC — Directive progress tracking + tiered payouts (see header for design). -
TFDirectiveSystem.h— 131 LOC — Server-tracked per-player directives (missions) with tiered rewards. -
TFFootsteps.cpp— 283 LOC — Client-side footstep audio — see TFFootsteps.h for the trigger / -
TFFootsteps.h— 101 LOC — Client-side footstep audio for the local pawn and nearby remote -
TFGrenadeSystem.cpp— 275 LOC — Frag grenades (W10) — lifecycle, per-frame/fixed ticks, time base and -
TFGrenadeSystem.h— 299 LOC — Frag grenades (W10): server-authoritative throw validation, ballistic -
TFGrenadeSystemClient.cpp— 376 LOC — TFGrenadeSystem client half: G-key throw entry + local count mirror, -
TFGrenadeSystemFx.cpp— 203 LOC — TFGrenadeSystem client rendering: replicated grenade bodies (sphere), -
TFGrenadeSystemInternal.h— 33 LOC — Shared internals for the TFGrenadeSystem*.cpp split parts: the boom -
TFGrenadeSystemServer.cpp— 460 LOC — TFGrenadeSystem server half: throw validation + spawn, ballistic -
TFGrenadeSystemTypes.h— 172 LOC — Grenades-lane wire protocol (reserved TFMsg ids + packed structs), -
TFGroundFx.cpp— 244 LOC — Hover-dust flipbook emitter (see TFGroundFx.h for the wiring -
TFGroundFx.h— 97 LOC — Client-side hover-dust emitter: short-lived camera-facing flipbook -
TFImpactFx.cpp— 467 LOC — Bullet-impact flipbook emitter (see TFImpactFx.h for the wiring and -
TFImpactFx.h— 152 LOC — Client-side bullet-impact feedback: short-lived camera-facing -
TFLanDiscovery.cpp— 362 LOC — W11 server-browser lane: lifecycle + LAN beacon broadcaster half -
TFLanDiscovery.h— 149 LOC — W11 server-browser lane: LAN server discovery (UDP beacon + scanner). -
TFLanDiscoveryInternal.h— 104 LOC — Shared internals for the TFLanDiscovery*.cpp split parts: the -
TFLanDiscoveryScan.cpp— 185 LOC — W11 server-browser lane: LAN scanner half (client side) — bind UDP -
TFMedalSystem.cpp— 239 LOC — TFMedalSystem core: the medal definition table + icon paths, system -
TFMedalSystem.h— 296 LOC — Medals (killstreak / multikill / Savior / Avenger) + the server-tracked -
TFMedalSystemClient.cpp— 212 LOC — TFMedalSystem client half: the TF_ScoreUpdate score-row mirror, the -
TFMedalSystemServer.cpp— 337 LOC — TFMedalSystem server half: medal detection from the bus events -
TFMovementModel.h— 158 LOC — TF movement model v1 — THE shared client/server movement step. -
TFOpticsSystem.cpp— 351 LOC — Weapon optics presentation (see TFOpticsSystem.h for the contract). -
TFOpticsSystem.h— 167 LOC — Weapon optics (W11 weapon-optics lane): per-weapon sight selection -
TFOutfitSystem.cpp— 389 LOC — Outfits (clans/guilds) core: lifecycle, name/tag validation, -
TFOutfitSystem.h— 277 LOC — Outfits (PS2-style clans/guilds): create, invite/accept, ranks, -
TFOutfitSystemConsole.cpp— 216 LOC — TFOutfitSystem console commands (tf_outfit_*): registered from -
TFOutfitSystemInternal.h— 52 LOC — Shared internals for the TFOutfitSystem*.cpp split parts: wall-clock -
TFOutfitSystemScore.cpp— 157 LOC — TFOutfitSystem W12 competition score: aggregation off the existing -
TFOutfitSystemServer.cpp— 448 LOC — TFOutfitSystem server op handlers: TF_OutfitRequest dispatch, -
TFOutfitSystemTypes.h— 202 LOC — Outfit wire protocol split out of TFOutfitSystem.h (umbrella): the -
TFOutfitSystemWire.cpp— 449 LOC — TFOutfitSystem wire halves: server-side sends (replies, chunked -
TFPingSystem.cpp— 486 LOC — Squad-scoped tactical pings (W11) — server validation + squad -
TFPingSystem.h— 287 LOC — Squad-scoped tactical pings (W11): server-validated placement, squad -
TFPingSystemFx.cpp— 112 LOC — TFPingSystem client rendering: the billboarded diamond world markers -
TFPlayerSystem.cpp— 357 LOC — Pawn registry + server spawn/kill/respawn flow, W1 full ECS -
TFPlayerSystem.h— 133 LOC — Spawn/death/respawn, class loadouts, pawn registry (both sides). -
TFPlayerSystemClient.cpp— 295 LOC — TFPlayerSystem query surface + pure-client half: PawnInfo queries, -
TFPlayerSystemSpawn.cpp— 219 LOC — TFPlayerSystem spawn-request flow: TF_SpawnRequest validation -
TFProgressionSystem.cpp— 465 LOC — Server-authoritative XP/rank/flux progression core: lifecycle, the -
TFProgressionSystem.h— 275 LOC — XP events, ranks 1-30, flux income, persistence. -
TFProgressionSystemInternal.h— 32 LOC — Shared internals for the TFProgressionSystem*.cpp split parts: the -
TFProgressionSystemMeta.cpp— 366 LOC — TFProgressionSystem W6 progression expansion + loadout-depth wave: -
TFProgressionSystemPersist.cpp— 233 LOC — TFProgressionSystem JSON persistence: read-modify-write of the -
TFProgressionTypes.h— 92 LOC — Progression declaration groups split out of TFProgressionSystem.h: -
TFRedeployRules.cpp— 102 LOC — Shared client/server redeploy eligibility (see TFRedeployRules.h). -
TFRedeployRules.h— 61 LOC — Shared client/server eligibility rules for map redeploys (W7). -
TFSecondaryMotion.cpp— 257 LOC — Damped pendulum-chain simulation (see TFSecondaryMotion.h for the -
TFSecondaryMotion.h— 128 LOC — Reusable client-side secondary-motion framework: damped point-mass -
TFServerValidation.cpp— 211 LOC — Server-authoritative anti-cheat sanity layer. See TFServerValidation.h -
TFServerValidation.h— 190 LOC — Server-authoritative anti-cheat sanity layer (W13 anti-cheat lane). -
TFSocialSystem.cpp— 354 LOC — Friends / block list / recent players + online-player roster: -
TFSocialSystem.h— 237 LOC — Friends / block list / recent players + the online-player roster. -
TFSocialSystemClient.cpp— 253 LOC — TFSocialSystem client mirror: roster / friends / blocked / recent -
TFSocialSystemInternal.h— 67 LOC — Shared internals for the TFSocialSystem*.cpp split parts: wall-clock -
TFSocialSystemServer.cpp— 372 LOC — TFSocialSystem server registry: enter/leave detection off -
TFSocialSystemStore.cpp— 577 LOC — TFSocialSystem persistence: the atomic-JSON social store -
TFSocialSystemWire.cpp— 181 LOC — TFSocialSystem server->client sends: list/roster snapshot builders, -
TFSpectator.cpp— 345 LOC — Dead-time spectator camera lifecycle (W12 spectator-mode lane): -
TFSpectator.h— 202 LOC — Dead-time spectator camera (W12 spectator-mode lane): squadmate -
TFSpectatorDrive.cpp— 247 LOC — TFSpectator camera drive: the FOLLOW-mode third-person chase (wall -
TFSpectatorUi.cpp— 157 LOC — TFSpectator ImGui overlay: the SPECTATING / KILLED BY / FREE CAMERA -
TFSquadSystem.cpp— 266 LOC — Squads of 6 (W4): lifecycle (clock, disconnect-sweep cadence, net -
TFSquadSystem.h— 287 LOC — Squads of 6: invite/accept/leave, squad spawn, waypoint. -
TFSquadSystemClient.cpp— 418 LOC — TFSquadSystem client half: the local squad mirror (TF_SquadMsg state -
TFSquadSystemInternal.h— 32 LOC — Shared internals for the TFSquadSystem*.cpp split parts: the roster -
TFSquadSystemServer.cpp— 422 LOC — TFSquadSystem server registry: TF_SquadMsg op handlers -
TFSquadTypes.h— 51 LOC — Squad constants and the W11 squad-v2 wire block (TF_SquadWaypoint on -
TFTargetRange.cpp— 495 LOC — Sanctuary firing range (see the header for the cosmetic-only -
TFTargetRange.h— 113 LOC — Sanctuary firing range: 6 target dummies at 20/40/60 m that react to -
TFTransparentPass.cpp— 162 LOC — Sorted alpha-blended draw pass (see TFTransparentPass.h for the -
TFTransparentPass.h— 116 LOC — Sorted alpha-blended draw pass for the module's basic-shader path -
TFTutorial.cpp— 394 LOC — First-join sanctuary tutorial: lifecycle, console command, flow -
TFTutorial.h— 147 LOC — First-join guided tutorial in Sanctuary Haven (W12 tutorial-flow -
TFTutorialInternal.h— 56 LOC — Shared internals for the TFTutorial*.cpp split parts: the step-label -
TFTutorialUi.cpp— 231 LOC — TFTutorial ImGui presentation: the toast line, the right-edge step -
TFUiSounds.h— 104 LOC — Semantic UI bleep helper: terminal open/close/confirm/deny and -
TFVehicleClient.cpp— 358 LOC — W3 vehicles — client UX half of TFVehicleSystem: terminal purchase -
TFVehicleClientDraw.cpp— 218 LOC — W3 vehicles — client drawing half of TFVehicleClient.cpp: the E/B -
TFVehicleFx.cpp— 322 LOC — Vehicle damage-state flipbook emitter + critical-tier engine audio -
TFVehicleFx.h— 136 LOC — Client-side vehicle damage-state presentation: hull-hp-fraction -
TFVehicleNet.cpp— 342 LOC — W3 vehicles — server replication half of TFVehicleSystem on the -
TFVehicleNetMirror.cpp— 314 LOC — W3 vehicles — pure-client mirror half of TFVehicleSystem replication -
TFVehiclePhysics.cpp— 443 LOC — Hover-rig force model: corner-spring suspension, drive/steer servo, grip, -
TFVehiclePhysics.h— 133 LOC — Jolt-backed server-side rigid-body simulation for TERRAFRONT hover vehicles. -
TFVehicleSystem.cpp— 358 LOC — W3 vehicles — lifecycle + shared server core: init/update/shutdown, -
TFVehicleSystem.h— 299 LOC — Drifter/Aegis/Ravager/Vulture: seats, driving (ground + VTOL flight), -
TFVehicleSystemDamage.cpp— 298 LOC — W3 vehicles — damage/destruction: the server-authoritative hp pool -
TFVehicleSystemDrive.cpp— 288 LOC — W3 vehicles — authoritative driving model: the math-path StepVehicle -
TFVehicleSystemInternal.h— 27 LOC — Shared internals for the TFVehicleSystem*.cpp split parts: the world -
TFVehicleSystemRecords.h— 190 LOC — Record structs behind TFVehicleSystem, split from TFVehicleSystem.h -
TFVehicleSystemSeats.cpp— 327 LOC — W3 vehicles — seats: enter/exit with the one-tick exit latch, the -
TFVehicleSystemSpawn.cpp— 457 LOC — W3 vehicles — validated terminal purchase + vehicle entity creation, -
TFVehicleSystemTypes.h— 74 LOC — Shared vehicle declarations split from TFVehicleSystem.h (the -
TFVehicleTerminal.cpp— 206 LOC — Vehicle terminal prop spawner (see TFVehicleTerminal.h). -
TFVehicleTerminal.h— 69 LOC — Client-side vehicle terminal props: one physical terminal console at -
TFViewModel.cpp— 180 LOC — First-person arms + weapon viewmodel (see TFViewModel.h for the -
TFViewModel.h— 139 LOC — First-person viewmodel: stylized arms + the equipped weapon, drawn at -
TFViewModelInternal.h— 174 LOC — Shared internals for the TFViewModel*.cpp split parts: the viewmodel -
TFViewModelRender.cpp— 484 LOC — TFViewModel per-frame Render pass: animation springs (recoil recovery, -
TFVisualUtils.h— 36 LOC — Shared faction structure/pawn/vehicle tint-material lookup (sp4 -
TFWeaponMath.h— 167 LOC — Small float[3] vector helpers + capsule/cone math shared by the -
TFWeaponServer.cpp— 268 LOC — Server half of TERRAFRONT weapons, fire-entry part: server-side -
TFWeaponServerFx.cpp— 174 LOC — TFWeaponSystem server fx broadcasts: the 0x54F4 remote-fire fx for -
TFWeaponServerHitscan.cpp— 235 LOC — TFWeaponSystem server hitscan: lag-compensated pellet rays with -
TFWeaponServerInternal.h— 21 LOC — Shared internals for the TFWeaponServer*.cpp split parts: the -
TFWeaponServerProjectile.cpp— 264 LOC — TFWeaponSystem server projectiles: spawn from validated fire events, -
TFWeaponSystem.cpp— 486 LOC — Client half of TERRAFRONT weapons: loadout, ammo/reload, ADS, -
TFWeaponSystem.h— 277 LOC — Data-driven weapons: hitscan + projectile, ADS/spread, ammo/reload. -
TFWeaponSystemRemoteFire.cpp— 120 LOC — TFWeaponSystem remote/distant fire audio (W8 audio-polish lane):
-
TFChatRules.h— 155 LOC — Pure validation and recipient rules for TERRAFRONT chat. -
TFClientNet.cpp— 333 LOC — W1 client networking core: connection observe, identity, and the -
TFClientNet.h— 232 LOC — Client connection, ClientPrediction wiring, interpolation buffers. -
TFClientNetHandlers.cpp— 384 LOC — TFClientNet client-side TFMsg handlers: registration/release against -
TFClientNetInput.cpp— 280 LOC — TFClientNet input pump + prediction: 60 Hz InputManager sampling, -
TFClientNetLoopback.cpp— 213 LOC — TFClientNet listen-host/standalone plumbing: the client-originated -
TFClientNetView.cpp— 172 LOC — TFClientNet presentation plumbing: remote-pawn interpolation, the -
TFClientSessionEnd.h— 18 LOC — Pure client-link teardown decision shared with tests. -
TFClientSessionState.h— 55 LOC — Reply-driven onboarding state owned by one client connection. -
TFFireFxProtocol.h— 187 LOC — Wire struct + message id for remote-fire fx: per-shot muzzle flash + -
TFNetProtocol.h— 28 LOC — TERRAFRONT wire protocol — every app-level message on the network. -
TFNetProtocolGameplay.h— 224 LOC — Packed gameplay wire structs: input, spawn, combat, capture, -
TFNetProtocolIds.h— 162 LOC — TFMsg message-id enum for the TERRAFRONT wire protocol (0x5400 block). -
TFNetProtocolOnboarding.h— 124 LOC — Packed onboarding wire structs: auth (W5 Task 4), character -
TFNetworkLifecycle.h— 44 LOC — Shared, executable stop/restart contract for Terrafront network sessions. -
TFOnboardingSessionRules.h— 18 LOC — Server-authoritative onboarding state-machine predicates. -
TFRedeployProtocol.h— 64 LOC — Wire structs for the W7 map redeploy flow (ui-map-keys lane). -
TFRepProtocol.h— 267 LOC — Private wire structs for the TF replication channel (owned by the -
TFReplication.cpp— 334 LOC — TF replication channel (W1) — lifecycle + SERVER side: pawn -
TFReplication.h— 142 LOC — TF replication channel — server-side pawn create/update/destroy -
TFReplicationClient.cpp— 266 LOC — TF replication channel (W1) — CLIENT side: handlers for the 0x54F0 -
TFServerSim.cpp— 352 LOC — Authoritative fixed-tick simulation core: lifecycle, frozen -
TFServerSim.h— 255 LOC — Authoritative fixed-tick simulation (movement validate, hits, capture). -
TFServerSimConstants.h— 32 LOC — Shared simulation constants for the TFServerSim implementation split -
TFServerSimMovement.cpp— 303 LOC — TFServerSim movement integration: per-player input replay through the -
TFServerSimNet.cpp— 340 LOC — TFServerSim session/socket plumbing: TFMsg handler registration, client -
TFServerSimNetHandlers.cpp— 455 LOC — TFServerSim gameplay TFMsg handlers: input/spawn/fire/faction, vehicle -
TFServerSimOnboarding.cpp— 494 LOC — TFServerSim client-message routing choke point (the enter-world gate) -
TFSocialProtocol.h— 139 LOC — Wire structs + message ids for the TERRAFRONT social layer
-
TFDatabase.cpp— 765 LOC — TFDatabase implementation — atomic-JSON-file backing (see TFDatabase.h). -
TFDatabase.h— 145 LOC — TERRAFRONT account/character persistence (W5 onboarding, Task 1). -
TFJsonStrict.h— 123 LOC — Lexical strictness missing from the DOM JSON parser. -
TFOutfitStore.cpp— 469 LOC — TFOutfitStore implementation — atomic-JSON-file backing (see header). -
TFOutfitStore.h— 165 LOC — TERRAFRONT outfit (clan/guild) persistence — atomic-JSON-file backing. -
TFOutfitStoreDisk.cpp— 268 LOC — TFOutfitStore disk round-trip: strict-JSON load and atomic -
TFPlayerMeta.cpp— 148 LOC — TFPlayerMetaStore — runtime record management + TFDatabase round-trip. -
TFPlayerMeta.h— 130 LOC — Runtime per-player progression meta (unlocks, loadout, per-weapon -
TFSavePaths.h— 324 LOC — One process-stable root for every TERRAFRONT persistence file. -
TFShutdownOrder.h— 26 LOC — Pins the data-loss-sensitive shutdown dependency. -
TFUnlockTree.cpp— 114 LOC — The unlock table (code data table) + linear lookups. -
TFUnlockTree.h— 77 LOC — Data-driven-in-code weapon/vehicle unlock tree (rank- and flux-gated). -
TFWorldSave.h— 231 LOC — Fail-closed, continent-qualified JSON persistence helpers.
-
TFChatWindow.cpp— 433 LOC — Client chat window implementation (see TFChatWindow.h). -
TFChatWindow.h— 96 LOC — Client chat window: bottom-left overlay, channel tabs, slash-prefix -
TFDeathRecap.cpp— 390 LOC — Death recap v2 client panel — see TFDeathRecap.h for the full design -
TFDeathRecap.h— 114 LOC — Death recap v2 panel (W11 death-recap lane): timeline of the hits -
TFDirectivePanel.cpp— 477 LOC — Directives panel implementation (see TFDirectivePanel.h). -
TFDirectivePanel.h— 154 LOC — Player-facing directives panel (J): active directives with live -
TFHUD.cpp— 257 LOC — TFHUD core: lifecycle, feed-in setters, and the per-frame pawn-state -
TFHUD.h— 212 LOC — ImGui HUD: health/shield/ammo, crosshair, hitmarkers, killfeed, -
TFHUDChat.cpp— 159 LOC — TFHUD built-in chat: the input-receiving chat window (history, -
TFHUDCombat.cpp— 331 LOC — TFHUD combat-half state (W6): killfeed feed-in with headshot marker -
TFHUDCombatDraw.cpp— 265 LOC — TFHUD combat-half drawing (W6): killfeed rows with weapon + headshot -
TFHUDDraw.cpp— 411 LOC — TFHUD overlay drawing: the borderless full-viewport HUD window -
TFHUDInternal.h— 35 LOC — Shared internals for the TFHUD*.cpp split parts: the hitmarker -
TFKeybinds.h— 123 LOC — Client-side action -> key table for the TERRAFRONT UI layer. -
TFLoadoutScreen.cpp— 497 LOC — loadout-depth wave: TFLoadoutScreen implementation. See the header -
TFLoadoutScreen.h— 94 LOC — loadout-depth wave: the real loadout editor — primary/secondary/ -
TFLoginFlow.cpp— 354 LOC — W5 onboarding client UI state machine (see TFLoginFlow.h): lifecycle, -
TFLoginFlow.h— 195 LOC — W5 onboarding: client ImGui state machine for login -> character -
TFLoginFlowDraw.cpp— 389 LOC — TFLoginFlow rendering half: the full-viewport onboarding modal -
TFMapScreen.cpp— 337 LOC — W2 continent map, lifecycle + input half: open/close/toggle with -
TFMapScreen.h— 128 LOC — Continent hex map: ownership, lattice, capture progress, deploy. -
TFMapScreenDraw.cpp— 486 LOC — TFMapScreen rendering half: fullscreen hex-grid overlay of the -
TFMapScreenInspect.cpp— 190 LOC — TFMapScreen W7 selected-region inspect panel: owner / occupants / -
TFMinimap.cpp— 402 LOC — Corner minimap v3 implementation (W13 minimap-v2 lane) — see -
TFMinimap.h— 78 LOC — Corner minimap v3 (W13 minimap-v2 lane): owner-colored region hexes + -
TFNameplates.cpp— 377 LOC — Over-pawn nameplate rendering + the client-side damage-reveal -
TFNameplates.h— 93 LOC — Over-pawn MMO nameplates (W10): character name + outfit tag + -
TFOutfitPanel.cpp— 388 LOC — Outfit UI implementation (see header for the embedding contract). -
TFOutfitPanel.h— 87 LOC — Outfit (clan) UI: create form, roster with ranks, invite-by-name, -
TFPingUI.cpp— 433 LOC — Q-key ping input (tap = context, hold = wheel), ray resolution, -
TFPingUI.h— 112 LOC — Ping input + screen-space presentation (W11): Q-tap context ping, -
TFPingUIDraw.cpp— 169 LOC — TFPingUI rendering half: distance labels drawn under the live 3D -
TFScoreboard.cpp— 497 LOC — Hold-TAB fullscreen scoreboard: stacked faction sections with -
TFScoreboard.h— 111 LOC — Per-faction K/D/score/regions tab screen. -
TFSocialPanel.cpp— 440 LOC — Social window implementation (see TFSocialPanel.h). -
TFSocialPanel.h— 69 LOC — Social window: friends / recent players / block list / squad roster. -
TFSpawnScreen.cpp— 265 LOC — W2 death/spawn screen: faction splash (first join), class picker -
TFSpawnScreen.h— 101 LOC — Death -> spawn point chooser (faction splash, class picker, spawn list). -
TFSpawnScreenDraw.cpp— 399 LOC — TFSpawnScreen rendering half: the full-viewport deploy modal -
TFSquadHUD.cpp— 430 LOC — W11 squad-v2: left-edge squadmate list, waypoint world beacon, and -
TFSquadHUD.h— 76 LOC — PS2-style squad HUD (W11 squad-v2 lane): left-edge squadmate list -
TFSquadHUDBeacon.cpp— 163 LOC — TFSquadHUD world-space half: the squad-waypoint beacon (tall pulsing -
TFSquadHUDInternal.h— 31 LOC — Shared internals for the TFSquadHUD*.cpp split parts: the squad -
TFUiCommon.h— 88 LOC — Shared ImGui helpers for the TERRAFRONT full-screen UIs -
TFVehicleHUD.cpp— 242 LOC — W10 vehicle HUD bodies — seated cockpit widget (name / hull HP / -
TFVehicleHUD.h— 49 LOC — W10 vehicle HUD — the seated player's cockpit widget (bottom-center):
-
TFPerfCounters.h— 203 LOC — Cheap, allocation-free scoped timers for profiling the authoritative
-
TFAlertSystem.cpp— 386 LOC — Continent alerts core: lifecycle + tf_alert console command, the -
TFAlertSystem.h— 246 LOC — Continent alerts — server-scheduled timed events (Territory Rush / -
TFAlertSystemInternal.h— 31 LOC — Shared internals for the TFAlertSystem*.cpp split parts: the faction -
TFAlertSystemNet.cpp— 176 LOC — TFAlertSystem state view + wire plumbing: the TF_AlertState builder, -
TFAlertSystemUi.cpp— 206 LOC — TFAlertSystem presentation: the tf_alert status report, the -
TFAssetPaths.h— 32 LOC — TerraFront content-root-confined render asset resolution. -
TFDayNight.cpp— 450 LOC — Continent day/night cycle: authoritative 40-minute day clock, -
TFDayNight.h— 179 LOC — Continent day/night cycle — server-authoritative clock (1 game day == -
TFDayNightNet.cpp— 131 LOC — TFDayNight wire plumbing: the reliable TF_TimeOfDay broadcast on the -
TFDecorCulling.h— 70 LOC — Distance culling for region decor entities (W10 distance-culling lane). -
TFRegionDecor.cpp— 180 LOC — TFRegionDecor lifecycle: construction, Initialize (console commands), -
TFRegionDecor.h— 271 LOC — Per-tier region decor: a deterministic ROLE-AGNOSTIC layout (region -
TFRegionDecorData.cpp— 184 LOC — TFRegionDecor decor.json parsing (LoadTemplates): tier templates, -
TFRegionDecorInstancing.cpp— 302 LOC — TFRegionDecor W12 decor-instancing lane: BuildInstanceGroups, -
TFRegionDecorLayout.cpp— 425 LOC — TFRegionDecor role-agnostic layout (W10): ClearOfGameplay, -
TFRegionDecorVisuals.cpp— 218 LOC — TFRegionDecor presentation passes: static collision registration -
TFRegionSystem.cpp— 371 LOC — W2 territory war: lifecycle, region topology/seeding, lattice rules -
TFRegionSystem.h— 214 LOC — Hex regions, conduit lattice, capture points, Dominion. -
TFRegionSystemCapture.cpp— 265 LOC — TFRegionSystem authoritative side: the 1 Hz capture tick over the -
TFRegionSystemInternal.h— 41 LOC — Shared internals for the TFRegionSystem*.cpp split parts: the -
TFRegionSystemNet.cpp— 458 LOC — TFRegionSystem wire + persistence: TF_RegionState/TF_CaptureTick -
TFRegionSystemUi.cpp— 362 LOC — TFRegionSystem viewer-facing surfaces: capture-point landmarks + -
TFSanctuaryDecor.cpp— 346 LOC — Sanctuary Haven home-base decor + class terminal (see the header). -
TFSanctuaryDecor.h— 76 LOC — Client-side Sanctuary Haven decor (sanc kit stamp) + the class -
TFSanctuaryZone.h— 99 LOC — Sanctuary Haven zone constants + pure positional helpers (continents lane). -
TFTravelSystem.cpp— 454 LOC — Continent/sanctuary travel — lifecycle, continents.json display -
TFTravelSystem.h— 260 LOC — Continent/sanctuary travel: per-player mapId, sanctuary first-spawn -
TFTravelSystemClient.cpp— 258 LOC — TFTravelSystem client half: local pawn/terminal helpers, the menu -
TFTravelSystemInternal.h— 22 LOC — Shared internals for the TFTravelSystem*.cpp split parts: the XZ -
TFTravelSystemNet.cpp— 183 LOC — TFTravelSystem wire plumbing (own channel, TFVehicleNet precedent): -
TFTravelSystemServer.cpp— 227 LOC — TFTravelSystem server half: sanctuary first-spawn placement, stale -
TFTravelSystemUi.cpp— 262 LOC — TFTravelSystem presentation: the [E] terminal prompt, sanctuary -
TFTravelSystemWire.h— 69 LOC — Travel wire channel for TFTravelSystem: the reserved TFMsg block -
TFWeatherFx.cpp— 348 LOC — Cindral dust-storm cycle (see TFWeatherFx.h for the ownership/wiring -
TFWeatherFx.h— 213 LOC — Cindral dust-storm cycle: server-owned weather phase machine + pure -
TFWeatherFxRender.cpp— 230 LOC — TFWeatherFx client presentation: wind-blown dust-flake billboards -
TFWorldCollision.cpp— 365 LOC — Scene-file -> static Jolt box bodies: scene parse, OBJ AABB streaming, -
TFWorldCollision.h— 197 LOC — Static Jolt collision for the authored scene (mesas, structures, props) -
TFWorldCollisionDecor.cpp— 172 LOC — W10 decor-collision + W11 gate-passages: AddModelObb / AddObbPart -
TFWorldCollisionInternal.h— 22 LOC — Shared internals for the TFWorldCollision*.cpp split parts: the body -
TFWorldCollisionMove.cpp— 173 LOC — The shared capsule-sweep move resolver (server integrator + client -
TFWorldSetup.cpp— 349 LOC — Scene/terrain load, WorldServer/AreaServer boot, origin-rebase driving. -
TFWorldSetup.h— 256 LOC — Scene/terrain load, WorldServer/AreaServer boot, origin-rebase driving. -
TFWorldSetupDraw.cpp— 392 LOC — TFWorldSetup camera + device-direct draw helpers: module camera, -
TFWorldSetupNet.cpp— 262 LOC — TFWorldSetup networking boot (frozen API): StartHost/StartDedicated/ -
TFWorldSetupRender.cpp— 318 LOC — TFWorldSetup frame composition (RenderWorld): the module-owned -
TFWorldSetupUpdate.cpp— 169 LOC — TFWorldSetup frame driving: per-frame Update (network pump, weather,
-
Main.cpp— 607 LOC — SparkGameOpenWorld DLL - IModule implementation and exports -
OWEngineSystems.cpp— 384 LOC — Wires open world gameplay into engine subsystems -
OWEngineSystems.h— 83 LOC — Wires open world gameplay into engine subsystems -
SparkGameOpenWorld.h— 79 LOC — Open world game module - large-world exploration showcase
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OpenWorldEnums.h— 225 LOC — Enumerations for open world gameplay systems
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OWDynamicEventSystem.cpp— 421 LOC — Dynamic world events and random encounters -
OWDynamicEventSystem.h— 111 LOC — Dynamic world events, random encounters, and emergent gameplay
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OWExplorationSystem.cpp— 396 LOC — POI discovery, map fog, and exploration progress tracking -
OWExplorationSystem.h— 116 LOC — Points of interest, map discovery, landmarks, and exploration rewards
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OWGatheringSystem.cpp— 532 LOC — Resource nodes, harvesting, and crafting recipes -
OWGatheringSystem.h— 150 LOC — Resource nodes, harvesting, and crafting recipes
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OWSaveData.h— 34 LOC — Versioned snapshot for OpenWorld gameplay state.
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OWPlayerSystem.cpp— 316 LOC — Player survival mechanics, fast travel, and compass -
OWPlayerSystem.h— 129 LOC — Open world player: survival stats, stamina, fast travel, compass
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OWSettlementSystem.cpp— 461 LOC — NPC settlements and player camp management -
OWSettlementSystem.h— 118 LOC — NPC settlements, merchants, and player camp building
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OWWildlifeSystem.cpp— 637 LOC — Wildlife ecology, herd behavior, predator-prey, taming -
OWWildlifeSystem.h— 130 LOC — Wildlife ecology: animal spawning, herds, predator-prey, taming
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OWWorldSetup.cpp— 420 LOC — Open world biome regions, road network, and streaming registration -
OWWorldSetup.h— 101 LOC — Open world map with 8 biome regions, seamless streaming, and origin rebasing
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PlatformerCameraSystem.cpp— 241 LOC — Third-person follow camera with smooth tracking, look-ahead, and collision -
PlatformerCameraSystem.h— 120 LOC — Third-person follow camera for 3D platformer
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PlatformerCheckpointSystem.cpp— 212 LOC — Checkpoint activation, respawn tracking, and flag animation -
PlatformerCheckpointSystem.h— 91 LOC — Checkpoint and respawn system for platformer levels
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PlatformerCollectibleSystem.cpp— 296 LOC — Collectible placement, collection detection, and tracking -
PlatformerCollectibleSystem.h— 137 LOC — Collectible management: coins, gems, stars, keys, power-ups
-
Main.cpp— 445 LOC — SparkGamePlatformer DLL - IModule implementation and exports -
PlatformerEngineSystems.cpp— 351 LOC — Engine system integration — wires audio, events, save, destruction, -
PlatformerEngineSystems.h— 102 LOC — Wires SparkEngine subsystems (audio, events, save, destruction, -
SparkGamePlatformer.h— 84 LOC — SparkGamePlatformer module - 3D platformer showcase
-
PlatformerEnums.h— 114 LOC — Enumerations for 3D platformer gameplay systems
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PlatformerHazardSystem.cpp— 476 LOC — Environmental hazard logic: crushers, sawblades, projectiles, lasers -
PlatformerHazardSystem.h— 138 LOC — Environmental hazards: spikes, lava, crushers, sawblades, lasers
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PlatformerLevelSystem.cpp— 472 LOC — Level layout, progression, star ratings, and speedrun timer -
PlatformerLevelSystem.h— 167 LOC — Level management: layout, platforms, themes, progression, and star ratings
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PlatformerPlayerController.cpp— 706 LOC — 3D platformer player controller with physics, state machine, and abilities -
PlatformerPlayerController.h— 219 LOC — 3D platformer player movement, jumping, and ability state machine
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RPGCharacterSystem.cpp— 458 LOC — Character class definitions, stat growth, leveling, and equipment -
RPGCharacterSystem.h— 152 LOC — Character creation, class definitions, stat allocation, and leveling
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RPGCombatSystem.cpp— 342 LOC — Action combat, cooldowns, combos, damage formulas, and knockback -
RPGCombatSystem.h— 134 LOC — Action-based combat with cooldowns, combos, and elemental damage
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Main.cpp— 508 LOC — SparkGameRPG DLL - IModule implementation and exports -
RPGEngineSystems.cpp— 438 LOC — Wires RPG gameplay into engine subsystems -
RPGEngineSystems.h— 77 LOC — Wires RPG gameplay into save, AI, cinematic, environment, audio, and event systems -
SparkGameRPG.h— 88 LOC — SparkGameRPG module - RPG mechanics showcase
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RPGDialogueSystem.cpp— 324 LOC — Branching dialogue, skill checks, and reward distribution -
RPGDialogueSystem.h— 134 LOC — Branching dialogue trees with skill checks and consequences
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RPGEnums.h— 152 LOC — Enumerations for RPG gameplay systems
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RPGDemoSession.cpp— 689 LOC — Playable travel, combat, quest, and inventory loop for SparkGameRPG -
RPGDemoSession.h— 75 LOC — Playable orchestration layer for the SparkGameRPG showcase -
RPGDemoSessionUI.cpp— 77 LOC — Editor controls for the playable SparkGameRPG showcase -
RPGGameplayBridge.cpp— 356 LOC -
RPGGameplayBridge.h— 44 LOC
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RPGInventorySystem.cpp— 533 LOC — Item registry, inventory management, and equipment comparison -
RPGInventorySystem.h— 110 LOC — Item definitions, equipment, consumables, and weight-based inventory
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RPGNPCSystem.cpp— 415 LOC — NPC behavior, schedule updates, patrol movement, and disposition -
RPGNPCSystem.h— 118 LOC — NPC AI with behavior states, schedules, and disposition
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RPGQuestSystem.cpp— 357 LOC — Quest definitions, tracking, objective updates, and journal -
RPGQuestSystem.h— 112 LOC — Quest tracking with objectives, chains, rewards, and journal
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RPGWorldSetup.cpp— 275 LOC — RPG world areas, encounter tables, and streaming registration -
RPGWorldSetup.h— 84 LOC — Defines RPG world areas, connections, and encounter tables
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RTSBuildingSystem.cpp— 428 LOC — Building templates, placement, construction timers, and production queues -
RTSBuildingSystem.h— 121 LOC — Base building: tech trees, production queues, and structure management
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RTSCommandSystem.cpp— 311 LOC — Unit selection, command issuing, and command queue processing -
RTSCommandSystem.h— 86 LOC — Unit commands: selection, move, attack, patrol, hold, build, gather
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Main.cpp— 431 LOC — SparkGameRTS DLL - IModule implementation and exports -
RTSEngineSystems.cpp— 548 LOC — Implementation of RTSEngineSystems -- engine service wiring for the RTS module -
RTSEngineSystems.h— 105 LOC — Wires SparkEngine subsystems (AI, events, audio, weather, destruction, -
RTSPersistence.h— 401 LOC — Deterministic, validated snapshot codec for the RTS module's non-ECS state. -
SparkGameRTS.h— 86 LOC — SparkGameRTS module - RTS mechanics showcase
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RTSDemoPresentation.cpp— 425 LOC — Playable RTS showcase setup, controls, fog updates, and battlefield UI -
RTSDemoPresentation.h— 67 LOC — Playable RTS showcase setup, controls, fog updates, and battlefield UI
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RTSEnums.h— 131 LOC — Enumerations for RTS gameplay systems
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RTSFogOfWarSystem.cpp— 258 LOC — Grid-based fog of war: vision updates, exploration, and reveal/hide -
RTSFogOfWarSystem.h— 82 LOC — Grid-based fog of war with vision ranges and exploration tracking
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RTSMatchSystem.cpp— 279 LOC — Match lifecycle: setup, faction selection, win conditions, state tracking -
RTSMatchSystem.h— 82 LOC — Match management: setup, factions, win conditions, state tracking
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RTSResourceSystem.cpp— 369 LOC — Economy: resource gathering, supply management, and node tracking -
RTSResourceSystem.h— 104 LOC — Economy: minerals, gas, supply, resource nodes, and worker assignment
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RTSUnitSystem.cpp— 318 LOC — Unit templates, spawning, lifecycle, and behavioral AI -
RTSUnitSystem.h— 112 LOC — Unit management: templates, spawning, stats, and AI states
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RacingAIDriver.cpp— 384 LOC — AI racer behavior with difficulty scaling and rubber-banding -
RacingAIDriver.h— 136 LOC — AI racer behavior with difficulty scaling and rubber-banding
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RacingCameraSystem.cpp— 336 LOC — Multiple camera modes with smooth transitions -
RacingCameraSystem.h— 115 LOC — Multiple camera modes for the racing showcase
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Main.cpp— 404 LOC — SparkGameRacing DLL - IModule implementation and exports -
MainRaceFlow.cpp— 320 LOC — SparkGameRacing race-flow orchestration: default roster setup and -
RacingEngineSystems.cpp— 471 LOC — Engine system integration for the racing module -
RacingEngineSystems.h— 109 LOC — Wires Spark Engine subsystems into racing gameplay -
RacingPersistence.h— 302 LOC — Deterministic, validated snapshot codec for Racing's non-ECS state. -
RacingRaceFlow.cpp— 74 LOC — Module-independent racing flow helpers shared by runtime orchestration and tests. -
RacingRaceFlow.h— 37 LOC — Testable race-flow decisions shared by the module orchestration. -
SparkGameRacing.h— 89 LOC — SparkGameRacing module - Racing game showcase
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RacingEnums.h— 97 LOC — Enumerations for racing gameplay systems
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RacingHUDSystem.cpp— 218 LOC — Racing HUD overlay rendering -
RacingHUDSystem.h— 116 LOC — Racing HUD overlay (speedometer, minimap, standings)
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RacingRaceManager.cpp— 494 LOC — Race lifecycle, timing, position tracking, and championship points -
RacingRaceManager.h— 169 LOC — Race lifecycle, timing, and position tracking
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RacingTrackSystem.cpp— 368 LOC — Track layout, checkpoints, and surface zone management -
RacingTrackSystem.h— 148 LOC — Track layout, checkpoints, and surface zones for the racing showcase
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RacingVehicleSystem.cpp— 395 LOC — Physics-based vehicle driving model -
RacingVehicleSystem.h— 139 LOC — Physics-based vehicle driving model for the racing showcase
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Main.cpp— 506 LOC — SparkGameVisualScript — IModule shell that loads visual scripts -
SparkGameVisualScript.h— 78 LOC — Visual-script-only game module — zero C++ game logic -
VisualScriptDemoRuntime.h— 127 LOC — Deterministic manifest and source binding helpers for the visual-script demo.
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CommandParser.cpp— 57 LOC -
CommandParser.h— 37 LOC — Splits raw command-line strings into a command name and argument list. -
CommandRegistry.cpp— 84 LOC -
CommandRegistry.h— 79 LOC — Console command registration and dispatch for the SparkConsole subprocess. -
ConsoleApp.cpp— 1086 LOC -
ConsoleApp.h— 125 LOC — SparkConsole application — external console subprocess for the Spark Engine. -
PipeMessageFramer.h— 77 LOC — Bounded newline framing for the engine-to-SparkConsole byte stream. -
main.cpp— 90 LOC
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AnimationClipManager.cpp— 291 LOC — AnimationTrack, AnimationClip methods, and AnimationTimeline file I/O -
AnimationCurve.cpp— 177 LOC — AnimationCurve class methods: Evaluate, AddKeyframe, RemoveKeyframe, FindKeyframe -
AnimationPlayback.cpp— 523 LOC — Playback controls, recording, keyframe editing, coordinate mapping, and view management -
AnimationTimeline.cpp— 41 LOC — AnimationTimeline construction, initialization, and shutdown -
AnimationTimeline.h— 447 LOC — Professional animation system and timeline editor for Spark Engine -
AnimationTimelineTypes.h— 263 LOC — Type definitions for the animation timeline system -
AnimationTimelineUI.cpp— 918 LOC — ImGui rendering and input handling for AnimationTimeline
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AssetDatabase.cpp— 997 LOC — Implementation of the advanced asset management system -
AssetDatabase.h— 317 LOC — Advanced asset management system for Spark Engine Editor
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AdvancedAssetPipeline.cpp— 1031 LOC — Implementation of the advanced asset processing and pipeline system -
AdvancedAssetPipeline.h— 569 LOC — Advanced asset processing and pipeline system for Spark Engine Editor -
AdvancedAssetPipelineUI.cpp— 997 LOC — UI rendering methods for the AdvancedAssetPipeline -
AssetPipelineTypes.h— 230 LOC — Type definitions for the advanced asset pipeline system -
AssetProcessors.cpp— 1104 LOC — Asset processor implementations (Texture, Mesh, Audio, DependencyGraph)
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CommandHistory.h— 403 LOC — Undo/Redo command pattern for the Spark Editor
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CollaborativeEditSession.cpp— 1613 LOC — Multi-user collaborative editor session with TCP networking -
CollaborativeEditSession.h— 442 LOC — Multi-user collaborative editor session with presence, locking, and TCP networking -
CollaborativeEditSessionBroker.cpp— 395 LOC — SparkCollabServer-backed CollaborativeEditSession lifecycle and snapshot translation. -
EngineInterface.cpp— 718 LOC — Implementation of the Engine communication interface -
EngineInterface.h— 453 LOC — Communication interface between Editor and Engine -
LiveEditBridge.cpp— 270 LOC — Bridge between collaborative editing and a running AreaServer -
LiveEditBridge.h— 125 LOC — Bridge between collaborative editing and a running AreaServer -
StandaloneCollaborationClient.cpp— 206 LOC — Typed editor/client transport for SparkCollabServer. -
StandaloneCollaborationClient.h— 64 LOC — Typed editor/client transport for the standalone collaboration broker.
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EditorApplication.cpp— 294 LOC — Implementation of the enhanced editor application class -
EditorApplication.h— 153 LOC — Main SparkEditor application class with cross-platform graphics and ImGui integration -
EditorApplicationLinux.cpp— 349 LOC — Linux/SDL2+OpenGL editor application — window creation, graphics init, run loop, shutdown -
EditorApplicationWindows.cpp— 467 LOC — Windows/D3D11 editor application — window creation, graphics init, run loop, shutdown -
EditorCommandRegistry.cpp— 187 LOC — Command palette registration for the SparkEditor UI. -
EditorCrashHandler.cpp— 1067 LOC — Implementation of the editor crash handler -
EditorCrashHandler.h— 206 LOC — Enhanced crash handling system for Spark Engine Editor -
EditorFonts.cpp— 155 LOC — Font loading implementation for the Spark Engine Editor -
EditorFonts.h— 57 LOC — Font management for the Spark Engine Editor -
EditorIcons.h— 229 LOC — FontAwesome 6 icon constants for the Spark Engine Editor -
EditorLayoutManager.cpp— 627 LOC — Implementation of EditorLayoutManager — disk-backed panel layouts -
EditorLayoutManager.h— 234 LOC — Panel-layout persistence for the Spark Engine Editor -
EditorLogger.cpp— 337 LOC — Implementation of the editor logging system -
EditorLogger.h— 303 LOC — Advanced logging system for the Spark Engine Editor -
EditorMenuBar.cpp— 914 LOC — Main menu bar and toolbar rendering for the SparkEditor UI -
EditorNotificationManager.cpp— 134 LOC — Implementation of the SparkEditor toast notification queue. -
EditorNotificationManager.h— 62 LOC — Toast-style notification queue for the SparkEditor UI. -
EditorPanel.cpp— 86 LOC — Implementation of base editor panel class -
EditorPanel.h— 301 LOC — Base class for all editor UI panels -
EditorPanelFactory.cpp— 362 LOC — Panel creation for the SparkEditor UI -
EditorPanelFactoryMetadata.cpp— 211 LOC — Panel metadata setup (icons, categories, default visibility) for the SparkEditor UI -
EditorPluginManager.cpp— 501 LOC — Implementation of the editor plugin manager (R7.1) -
EditorPluginManager.h— 230 LOC — Manages editor plugin lifecycle and registration (R7.1) -
EditorTheme.cpp— 1587 LOC — Theme system implementation for the Spark Engine Editor -
EditorTheme.h— 339 LOC — Professional theme management system with Unity/Unreal-inspired styling -
EditorUI.cpp— 2247 LOC — Core editor UI system — lifecycle, rendering dispatch, layout, commands -
EditorUI.h— 505 LOC — Core UI management system for the Spark Engine Editor with advanced features -
EditorWindowManager.cpp— 399 LOC — Implementation of EditorWindowManager methods (layout persistence, JSON helpers) -
EditorWindowManager.h— 245 LOC — Multi-monitor floating window management with layout persistence -
IEditorPlugin.h— 100 LOC — Abstract interface for editor plugins (R7.1) -
ProjectManager.cpp— 2482 LOC — Implementation of the project management system -
ProjectManager.h— 223 LOC — Project management system for the Spark Engine Editor -
TutorialSystem.h— 531 LOC — Interactive editor tutorial system with step-by-step guidance
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AudioSystemEnums.h— 114 LOC — Enumerations for the audio system -
BuildSystemEnums.h— 115 LOC — Enumerations for the build and deployment system -
CoreEditorEnums.h— 111 LOC — Core enumerations for the editor application -
LevelStreamingEnums.h— 149 LOC — Enumerations for the level streaming system -
ProfilerEnums.h— 124 LOC — Enumerations for the performance profiler system -
RenderingEnums.h— 186 LOC — Enumerations for the rendering and graphics system -
SceneSystemEnums.h— 206 LOC — Enumerations for the scene management system -
VersionControlEnums.h— 128 LOC — Enumerations for the version control system
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GizmoSystem.cpp— 925 LOC — 3D object manipulation gizmo system implementation -
GizmoSystem.h— 463 LOC — 3D object manipulation gizmo system for the Spark Engine Editor -
SceneEditTools.cpp— 398 LOC — Implementation of the undoable scene-manipulation helpers (W9) -
SceneEditTools.h— 77 LOC — Undoable scene-manipulation helpers for the editor viewport (W9)
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ExternalConsoleIntegration.cpp— 931 LOC — Enhanced external console integration with engine-style logging -
ExternalConsoleIntegration.h— 153 LOC — External console integration for Spark Engine Editor -
IntegrationTypes.h— 164 LOC — Type definitions for editor/engine integration -
SparkEngineIntegration.cpp— 972 LOC — Full implementation of SparkEngineIntegration -
SparkEngineIntegration.h— 612 LOC — Deep integration system between Spark Engine Editor and Runtime
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LevelStreamingSystem.cpp— 1272 LOC -
LevelStreamingSystem.h— 463 LOC — Level streaming and world composition system for large worlds in Spark Engine -
LevelStreamingTypes.h— 237 LOC — Type definitions for the level streaming and world composition system
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LightingTools.cpp— 1163 LOC — Full implementation of the advanced lighting and environment system -
LightingTools.h— 556 LOC — Advanced lighting and environment system for Spark Engine -
LightingToolsUI.cpp— 864 LOC — UI rendering methods for LightingTools
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MaterialEditor.cpp— 1269 LOC — Node-based material editor implementation -
MaterialEditor.h— 576 LOC — Visual material and shader editor for the Spark Engine Editor
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AIDebugPanel.cpp— 324 LOC — Real-time AI debug visualization panel implementation -
AIDebugPanel.h— 103 LOC — Real-time AI debug visualization panel for inspecting live agent state -
AIEditorPanel.cpp— 209 LOC — Implementation of the AI system editor panel -
AIEditorPanel.h— 63 LOC — AI system editor panel for the Spark Engine Editor -
AbilityEditorPanel.cpp— 381 LOC — Implementation of the ability/aura/proc editor panel -
AbilityEditorPanel.h— 98 LOC — Ability/aura/proc editor panel for the Spark Engine Editor -
AssetAuditGraph.h— 490 LOC — Editor-facing asset audit graph (unused / circular / size budgeting) -
AssetBrowserPanel.cpp— 756 LOC — Implementation of the Asset Browser panel -
AssetBrowserPanel.h— 127 LOC — Asset browser panel for the Spark Engine Editor -
AudioMixerPanel.cpp— 278 LOC — Implementation of the audio mixer management panel -
AudioMixerPanel.h— 91 LOC — Audio mixer and sound management panel for the Spark Engine Editor -
BasicMaterialEditorDrawing.cpp— 347 LOC — ImGui drawing for the basic-path material editor panel -
BasicMaterialEditorInternal.h— 25 LOC — Shared helpers for the BasicMaterialEditorPanel implementation files -
BasicMaterialEditorPanel.cpp— 493 LOC — Editor for the basic-path material JSONs under Assets/Materials -
BasicMaterialEditorPanel.h— 117 LOC — Editor for the basic-path material JSONs under Assets/Materials -
BuildCookPanel.cpp— 698 LOC — Build, cook, and package settings panel implementation -
BuildCookPanel.h— 148 LOC — Build, cook, and package settings panel for the Spark Engine Editor -
BuildPipeline.cpp— 1659 LOC — Async CMake subprocess management for build orchestration -
BuildPipeline.h— 202 LOC — Async build orchestrator that invokes CMake as a subprocess -
BuildPipelineProcess.cpp— 459 LOC — Subprocess execution and output parsing for the build pipeline -
CSGEditorPanel.h— 294 LOC — Editor panel for constructive solid geometry (CSG) level design -
CinematicSequencerPanel.cpp— 376 LOC — Implementation of the cinematic sequence editor panel -
CinematicSequencerPanel.h— 82 LOC — Cinematic sequence editor panel for the Spark Engine Editor -
CollaborationPanel.cpp— 328 LOC — Editor panel for collaborative editing session management -
CollaborationPanel.h— 61 LOC — Editor panel for managing collaborative editing sessions -
ConditionEditorPanel.cpp— 301 LOC — Implementation of the condition system editor panel -
ConditionEditorPanel.h— 76 LOC — Condition system editor panel for the Spark Engine Editor -
ConsolePanel.cpp— 829 LOC — Implementation of the advanced console panel with integrated logging -
ConsolePanel.h— 316 LOC — Advanced console panel for Spark Engine Editor with integrated logging -
CoroutineDebugPanel.cpp— 177 LOC — Implementation of the coroutine debug panel -
CoroutineDebugPanel.h— 66 LOC — Coroutine scheduler debug and visualization panel -
DebugVisualizerPanel.cpp— 252 LOC — Debug visualization overlay panel implementation -
DebugVisualizerPanel.h— 120 LOC — Debug visualization overlay panel for the Spark Engine Editor -
DecalEditorPanel.cpp— 209 LOC — Implementation of the decal material and surface mapping editor -
DecalEditorPanel.h— 64 LOC — Decal material and surface mapping editor panel -
DecorLayoutEditorCanvas.cpp— 488 LOC — Toolbar and 2D top-down canvas for the decor layout editor -
DecorLayoutEditorIO.cpp— 468 LOC — Load/save/serialize for the decor layout editor (Assets/MMOFPS/Data/decor.json) -
DecorLayoutEditorInternal.h— 54 LOC — Shared constants and helpers for the DecorLayoutEditorPanel implementation files -
DecorLayoutEditorPanel.cpp— 291 LOC — Visual editor for Assets/MMOFPS/Data/decor.json (W12) — core lifecycle, validation, footprints -
DecorLayoutEditorPanel.h— 196 LOC — Visual editor for the TERRAFRONT region decor templates (Assets/MMOFPS/Data/decor.json) — W12 -
DecorLayoutEditorSidePane.cpp— 344 LOC — Side pane (tier/piece editors, validation, save) for the decor layout editor -
DedicatedServerPanel.cpp— 1087 LOC — Editor panel for dedicated server management, cooking, and PIE launching -
DedicatedServerPanel.h— 227 LOC — Editor panel for dedicated server management, cooking, and PIE server spawning -
DedicatedServerProcessController.cpp— 229 LOC -
DedicatedServerProcessController.h— 84 LOC — Testable lifecycle adapter between the editor and SparkServer. -
DestructionEditorPanel.cpp— 181 LOC — Implementation of the destruction system editor panel -
DestructionEditorPanel.h— 63 LOC — Destruction system editor panel for fracture pattern authoring -
DialogueEditorPanel.cpp— 179 LOC — Implementation of the dialogue tree editor panel -
DialogueEditorPanel.h— 89 LOC — Dialogue tree editor panel for the Spark Engine Editor -
EditorAutomation.h— 466 LOC — Editor automation, scripted tools, and batch operation framework -
EventMonitorPanel.cpp— 200 LOC — Implementation of the event system monitor panel -
EventMonitorPanel.h— 72 LOC — Event system monitor panel for the Spark Engine Editor -
EventResponsePanel.cpp— 668 LOC — Implementation of the event response rule editor panel -
EventResponsePanel.h— 92 LOC — Editor panel for creating and managing event response rules (no-code gameplay) -
FPSToolsPanel.cpp— 655 LOC — FPS-specific development tools -
FPSToolsPanel.h— 92 LOC — FPS-specific development tools panel -
GameModuleSelectorPanel.cpp— 508 LOC — Safe module discovery, separate-process launch, and manifest generation -
GameModuleSelectorPanel.h— 86 LOC — Panel for discovering game modules and launching the game as a separate process -
GameViewPanel.cpp— 1441 LOC — Game viewport panel with full FPS HUD — shows player camera perspective -
GameViewPanel.h— 239 LOC — Game viewport panel with full FPS HUD preview -
HierarchyPanel.cpp— 1524 LOC — Implementation of the Hierarchy panel -
HierarchyPanel.h— 425 LOC — Scene hierarchy panel for the Spark Engine Editor -
InspectorComponentRenderers_2D.cpp— 93 LOC — Inspector renderers for 2D components with complex conditional UI -
InspectorComponentRenderers_Core3D.cpp— 559 LOC — Inspector renderers for core 3D components: Transform, MeshRenderer, Light, Camera, RigidBody, Collider -
InspectorComponentRenderers_Gameplay.cpp— 66 LOC — Inspector renderers for gameplay components with complex conditional UI -
InspectorComponentRenderers_Reflected.cpp— 276 LOC — Inspector renderers using reflection-driven field rendering -
InspectorComponentRenderers_Reflected2D.cpp— 238 LOC — Reflection-driven inspector renderers for 2D components -
InspectorComponentRenderers_ReflectedConditional.cpp— 303 LOC — Reflection-driven inspector renderers using conditional field visibility -
InspectorComponentRenderers_ReflectedGameplay.cpp— 261 LOC — Reflection-driven inspector renderers for gameplay components -
InspectorComponentRenderers_ReflectedInternal.h— 141 LOC — Shared macros and FieldInfo builders for the reflection-driven inspector renderer split -
InspectorComponentRenderers_ReflectedVolumes.cpp— 252 LOC — Reflection-driven inspector renderers for volume, probe, placement, and audio components -
InspectorPanel.cpp— 1437 LOC — Implementation of the Inspector panel -
InspectorPanel.h— 210 LOC — Inspector panel for property editing in the Spark Engine Editor -
LocalizationPanel.cpp— 258 LOC — Implementation of the localization editor panel -
LocalizationPanel.h— 60 LOC — Localization editor panel for the Spark Engine Editor -
MaterialEditorPanel.cpp— 627 LOC — Visual material and shader property editor — core lifecycle and UI -
MaterialEditorPanel.h— 270 LOC — Visual material and shader property editor -
MaterialEditorParameters.cpp— 537 LOC — Parameter and texture editing for the material editor -
MaterialEditorPreview.cpp— 787 LOC — Preview rendering, render state editing, and default material setup -
ModdingPanel.cpp— 164 LOC — Implementation of the mod management panel -
ModdingPanel.h— 55 LOC — Mod management and hot-reload panel -
NetworkDebugPanel.h— 521 LOC — Editor panel for real-time network debugging and diagnostics -
ObjectPlacementPanel.cpp— 428 LOC — Object placement and snapping tools panel implementation -
ObjectPlacementPanel.h— 109 LOC — Object placement and snapping tools panel for level editing -
ParticleEditorPanel.cpp— 345 LOC — Implementation of the particle system editor panel -
ParticleEditorPanel.h— 101 LOC — Particle system editor panel for the Spark Engine Editor -
Physics2DPanel.cpp— 312 LOC — Implementation of the 2D Physics panel -
Physics2DPanel.h— 80 LOC — 2D Physics configuration and debug visualization panel -
Physics3DPanel.cpp— 331 LOC — Implementation of the 3D Physics (Jolt) editor panel -
Physics3DPanel.h— 111 LOC — 3D Physics (Jolt) configuration, debug visualization, and object placement panel -
PlayControlLaunch.cpp— 409 LOC — Launch actions and instance bookkeeping for the play control panel. -
PlayControlPanel.cpp— 245 LOC — Out-of-process play-testing controls implementation. -
PlayControlPanel.h— 114 LOC — Out-of-process play-testing controls: launch/stop real SparkEngine.exe -
PlayModeToolbarPanel.cpp— 654 LOC — Implementation of the play-in-editor toolbar with transport controls and simulation options -
PlayModeToolbarPanel.h— 81 LOC — Dedicated play-in-editor toolbar with transport controls and simulation options -
PostProcessingPanel.cpp— 168 LOC — Implementation of the post-processing settings panel -
PostProcessingPanel.h— 43 LOC — Post-processing settings panel for the Spark Engine Editor -
PrefabEditorPanel.cpp— 399 LOC — Implementation of the prefab editor panel -
PrefabEditorPanel.h— 58 LOC — Panel for editing prefab templates -
ProjectBrowserPanel.cpp— 510 LOC — Implementation of the project browser panel -
ProjectBrowserPanel.h— 99 LOC — Project browser panel for creating and opening projects -
ProjectSettingsPanel.cpp— 1501 LOC — Implementation of the project settings editor panel -
ProjectSettingsPanel.h— 63 LOC — Project-wide settings editor panel for the Spark Engine Editor -
PrototypingPanel.cpp— 204 LOC — Editor panel for rapid prototyping tools -
PrototypingPanel.h— 48 LOC — Editor panel for rapid prototyping tools -
RegionMapDataSource.cpp— 327 LOC — Safe Terrafront continent-to-region-map discovery for SparkEditor. -
RegionMapDataSource.h— 39 LOC — Safe Terrafront continent-to-region-map discovery for SparkEditor. -
RegionMapEditorCanvas.cpp— 377 LOC — 2D map canvas rendering and mouse interaction for RegionMapEditorPanel (W11) -
RegionMapEditorIO.cpp— 480 LOC — Load / save / serialize for RegionMapEditorPanel continent region maps. -
RegionMapEditorInternal.h— 77 LOC — Shared constants and helpers for the RegionMapEditorPanel implementation files -
RegionMapEditorPanel.cpp— 365 LOC — Visual editor for Terrafront continent region maps — lifecycle, validation, layout -
RegionMapEditorPanel.h— 162 LOC — Visual editor for Terrafront territory lattices registered by continents.json. -
RegionMapEditorSidePane.cpp— 330 LOC — Side-pane editors (continent / region) and the validation + save UI for RegionMapEditorPanel (W11) -
ReplayPanel.cpp— 174 LOC — Implementation of the replay system editor panel -
ReplayPanel.h— 56 LOC — Replay system editor panel for recording and playback management -
SaveSystemPanel.cpp— 211 LOC — Implementation of the save system management panel -
SaveSystemPanel.h— 60 LOC — Save system management panel for the Spark Engine Editor -
SceneImportPanel.cpp— 352 LOC — One-way import of game INI .scene files into the editor's live ECS World (W10) -
SceneImportPanel.h— 142 LOC — One-way import of game INI .scene files into the editor's live ECS World (W10) -
SceneImportPanelDrawing.cpp— 173 LOC — ImGui drawing for the one-way .scene import panel (W10) -
SceneStatisticsPanel.cpp— 393 LOC — Implementation of the scene statistics panel -
SceneStatisticsPanel.h— 125 LOC — Panel displaying real-time scene statistics and performance metrics -
SceneViewPanel.cpp— 1069 LOC — Implementation of the Scene View panel -
SceneViewPanel.h— 239 LOC — Scene view panel for 3D scene rendering in the Spark Engine Editor -
ScriptDebugPanel.cpp— 365 LOC — Visual script debugger panel implementation -
ScriptDebugPanel.h— 111 LOC — Visual script debugger panel with breakpoints, watch variables, and trace -
ScriptEditorPanel.cpp— 182 LOC — Implementation of the AngelScript editor panel -
ScriptEditorPanel.h— 64 LOC — AngelScript editor and hot-reload management panel -
SearchPanel.cpp— 438 LOC — Implementation of the search panel -
SearchPanel.h— 117 LOC — Search panel for finding entities, components, and assets -
SelectionManager.h— 623 LOC — Centralized editor object selection and picking pipeline -
ServiceTopologyController.cpp— 229 LOC -
ServiceTopologyController.h— 86 LOC — Real local service process/control model. -
ServiceTopologyPanel.cpp— 193 LOC -
ServiceTopologyPanel.h— 36 LOC — Local daemon/collab/gateway topology controls. -
SplineEditorPanel.cpp— 241 LOC — Implementation of the spline path editor panel -
SplineEditorPanel.h— 65 LOC — Spline path editor panel for the Spark Engine Editor -
SpriteAnimationEditorPanel.cpp— 537 LOC — Implementation of the Sprite Animation Editor panel -
SpriteAnimationEditorPanel.h— 93 LOC — Sprite animation editor for creating and editing frame-based 2D animations -
SpriteEditorPanel.cpp— 364 LOC — Implementation of the Sprite Editor panel -
SpriteEditorPanel.h— 61 LOC — Sprite editor panel for 2D sprite configuration and preview -
StreamingPanel.cpp— 300 LOC — Implementation of the area streaming management panel -
StreamingPanel.h— 84 LOC — Area streaming and LOD management panel -
TilemapEditorPanel.cpp— 541 LOC — Implementation of the Tilemap Editor panel -
TilemapEditorPanel.h— 113 LOC — Tilemap editor panel for painting and editing tile-based maps -
TimeOfDayPanel.cpp— 199 LOC — Implementation of the time-of-day editor panel -
TimeOfDayPanel.h— 49 LOC — Time-of-day controls for the Spark Engine Editor -
TriggerEditorPanel.cpp— 200 LOC — Implementation of the proximity trigger volume editor panel -
TriggerEditorPanel.h— 64 LOC — Proximity trigger volume editor panel for the Spark Engine Editor -
UIDesignerPanel.cpp— 319 LOC — WYSIWYG UI layout editor panel -
UIDesignerPanel.h— 49 LOC — WYSIWYG UI layout editor panel -
UndoHistoryPanel.cpp— 163 LOC — Implementation of the undo history panel -
UndoHistoryPanel.h— 52 LOC — Panel displaying the undo/redo command history -
VRConfigPanel.cpp— 131 LOC — Implementation of the VR configuration panel -
VRConfigPanel.h— 51 LOC — VR device configuration and tracking panel -
VisualScriptPanel.cpp— 1773 LOC — Implementation of the node-based visual scripting editor -
VisualScriptPanel.h— 206 LOC — Node-based visual scripting editor panel -
WeaponEditorPanel.cpp— 480 LOC — Weapon configuration and balancing editor -
WeaponEditorPanel.h— 59 LOC — Weapon configuration and balancing editor panel -
WeatherFogPanel.cpp— 185 LOC — Implementation of the weather and fog preset editor panel -
WeatherFogPanel.h— 63 LOC — Weather and fog preset editor panel for the Spark Engine Editor -
WorkflowPanel.cpp— 194 LOC — ImGui panel for browsing and running editor workflows -
WorkflowPanel.h— 56 LOC — ImGui panel for browsing and running editor workflows
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PrefabAsset.cpp— 248 LOC — Implementation of the PrefabAsset class -
PrefabAsset.h— 176 LOC — Prefab asset data structure for reusable entity templates -
PrefabManager.cpp— 429 LOC — Implementation of the PrefabManager -
PrefabManager.h— 186 LOC — Manages prefab assets — creation, instantiation, saving, and loading
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PerformanceProfiler.cpp— 1609 LOC — Implementation of the Performance Profiler panel -
PerformanceProfiler.h— 462 LOC — Performance profiling and optimization system for Spark Engine Editor -
ProfilerTypes.h— 312 LOC — Type definitions, enums, and structs for the performance profiling system
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PrototypingSystem.cpp— 223 LOC — Rapid prototyping tools implementation -
PrototypingSystem.h— 149 LOC — Rapid prototyping tools: blockout meshes, game templates, gameplay rules
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BinarySceneSerializer.cpp— 136 LOC — Binary serialization and deserialization for scene files -
JSONSceneSerializer.cpp— 2010 LOC — JSON serialization and deserialization for scene files -
SceneComponentCodec.cpp— 826 LOC — Built-in scene component schema registry. -
SceneComponentCodec.h— 127 LOC — Portable, schema-versioned persistence boundary for editor components. -
SceneFile.cpp— 319 LOC — Implementation of SceneFile data structures and methods -
SceneFile.h— 79 LOC — Scene file format definition and data structures -
SceneFileTypes.h— 1140 LOC — Scene file type definitions, enums, and data structures -
SceneManager.cpp— 172 LOC — Implementation of the scene management system -
SceneManager.h— 70 LOC — Scene management system for the Spark Engine Editor -
SceneSerializer.cpp— 234 LOC — Scene serialization coordinator and format utilities -
SceneSerializer.h— 332 LOC — Scene file serialization and deserialization system
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CommandPalette.cpp— 383 LOC — Implementation of the command palette overlay -
CommandPalette.h— 122 LOC — Command palette overlay for quick action execution
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TerrainData.cpp— 231 LOC — Implementation of terrain data structures (brush, heightmap, splatmap) -
TerrainData.h— 178 LOC — Data structures for the terrain editing system -
TerrainEditor.cpp— 515 LOC — Core terrain editor: lifecycle, load/save, undo/redo, mesh/collision rebuild -
TerrainEditor.h— 157 LOC — Terrain editing panel for the Spark Engine Editor -
TerrainEditorTools.cpp— 442 LOC — Tool application, coordinate conversion, noise, and erosion for the terrain editor -
TerrainEditorUI.cpp— 430 LOC — ImGui UI rendering for the terrain editor panel
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UIDesignerSystem.cpp— 420 LOC — WYSIWYG UI layout editor implementation -
UIDesignerSystem.h— 167 LOC — WYSIWYG UI layout editor with widget tree and data binding
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EditorCommand.h— 161 LOC — Command pattern base class and concrete commands for the undo/redo system -
EditorCommands.h— 252 LOC — Additional concrete editor commands for hierarchy and material operations -
UndoRedoManager.cpp— 273 LOC — Implementation of the undo/redo command history manager -
UndoRedoManager.h— 201 LOC — Manages the undo/redo command history stack
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EditorConsoleBridge.cpp— 140 LOC — Implementation of EditorConsoleBridge (R7.3 — console consolidation) -
EditorConsoleBridge.h— 125 LOC — Bridge that connects the editor's SimpleConsole to the engine's authoritative console (R7.3) -
EditorLaunchContext.h— 259 LOC — Side-effect-free path policy for editor module discovery and play launches. -
EditorProcessLaunch.cpp— 240 LOC — Process ownership, executable discovery, and command-line construction. -
EditorProcessLaunch.h— 186 LOC — Shared CreateProcessW helper for editor panels that spawn a separate -
EditorProcessLaunchPosix.cpp— 323 LOC — POSIX editor child-process backend. -
EditorProcessLaunchPosixInternal.h— 174 LOC — Internal process-handle, UTF-8, parsing, and wait helpers for the POSIX backend. -
EditorProcessLaunchText.h— 130 LOC — Shared Unicode and platform command-line quoting helpers. -
EditorProcessLaunchWin32.cpp— 202 LOC — Windows editor child-process backend. -
FolderDialog.cpp— 123 LOC — Cross-platform native folder-picker dialog implementation. -
FolderDialog.h— 20 LOC — Cross-platform native folder-picker dialog. -
ImGuiUtils.h— 26 LOC — Utility helpers for Dear ImGui rendering in the SparkEditor
-
VersionControlConflicts.cpp— 254 LOC — Locking, conflict resolution, user settings, file status queries, and ignore patterns -
VersionControlGitOps.cpp— 323 LOC — Git operations: staging, committing, pushing, pulling, branching, history, and diffs -
VersionControlHelpers.cpp— 348 LOC — Parsing and utility helpers for VersionControlSystem -
VersionControlRender.cpp— 589 LOC — UI rendering methods, operation queue processing, and command execution -
VersionControlSystem.cpp— 460 LOC — Core VersionControlSystem lifecycle, merge handler implementations, and repository operations -
VersionControlSystem.h— 511 LOC — Version control integration system for collaborative development in Spark Engine -
VersionControlTypes.h— 289 LOC — Type definitions, structs, and base classes for the version control system
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BuiltinWorkflows.cpp— 310 LOC — Implementations of pre-built editor workflow templates -
BuiltinWorkflows.h— 17 LOC — Pre-built editor workflow templates -
EditorWorkflow.cpp— 122 LOC — Workflow execution and registry implementation -
EditorWorkflow.h— 133 LOC — Lightweight editor workflow automation system
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main.cpp— 533 LOC — SparkEditor entry point with integrated debug and collab server support
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AudioBackendFactory.cpp— 71 LOC — Platform-aware factory for audio backend selection -
AudioBackendFactory.h— 60 LOC — Factory for creating the best available IAudioBackend at startup -
AudioEngine.cpp— 975 LOC -
AudioEngine.h— 589 LOC — XAudio2-based audio engine with comprehensive console integration -
AudioMixer.cpp— 329 LOC — Implementation of the audio mixer, reverb zones, and occlusion -
AudioMixer.h— 337 LOC — Audio mixer with mix buses, reverb zones, and occlusion -
HRTFProcessor.cpp— 237 LOC — Analytical binaural HRTF renderer -
HRTFProcessor.h— 167 LOC — Lightweight binaural HRTF approximation (ITD + ILD + head shadow) -
IAudioBackend.h— 198 LOC — Abstract audio backend interface for cross-platform audio support -
MusicManager.cpp— 542 LOC — Music system implementation — crossfading, playlists, dynamic music, reverb -
MusicManager.h— 306 LOC — Music playback system with crossfading, playlists, and dynamic intensity -
NullAudioBackend.h— 117 LOC — No-op audio backend for headless and unsupported platforms -
OpenALAudioBackend.cpp— 164 LOC — IAudioBackend adapter delegating to the OpenAL Soft engine -
OpenALAudioBackend.h— 79 LOC — IAudioBackend adapter wrapping OpenALAudioEngine for Linux/macOS -
OpenALAudioEngine.cpp— 736 LOC — OpenAL Soft audio backend implementation for Linux/macOS -
OpenALAudioEngine.h— 208 LOC — OpenAL Soft audio backend for Linux/macOS cross-platform audio -
SoundEffect.cpp— 394 LOC -
SoundEffect.h— 330 LOC — Sound effect loading and procedural audio generation system -
XAudio2AudioBackend.cpp— 171 LOC — IAudioBackend adapter delegating to the XAudio2 AudioEngine -
XAudio2AudioBackend.h— 80 LOC — IAudioBackend adapter wrapping the existing XAudio2-based AudioEngine
-
SparkEngineCamera.cpp— 256 LOC — Core camera movement, rotation, and matrix update implementation -
SparkEngineCamera.h— 408 LOC — First-person camera system with smooth movement and console integration -
SparkEngineCameraConsoleOps.cpp— 254 LOC — Console integration methods for SparkEngineCamera -
SparkEngineCameraInternal.h— 81 LOC — Shared console-logging helpers for the SparkEngineCamera implementation files
-
AssetHandle.h— 86 LOC — Lightweight hashed asset identifier for zero-allocation asset references -
AssetIntegration.h— 263 LOC — Cross-links AssetHandle with the engine's resource systems -
AssetMigration.h— 476 LOC — Versioned asset format migration system -
AssetValidator.cpp— 441 LOC -
AssetValidator.h— 119 LOC — Asset validation pipeline for content integrity checking -
ComponentReflection.cpp— 1096 LOC — Runtime reflection registration for all ECS components -
Contracts.h— 69 LOC — C++26 contract bridge macros (preconditions, postconditions, invariants) -
DynamicPluginHost.cpp— 1453 LOC — Cross-platform implementation of Spark's stable C plugin ABI host. -
DynamicPluginHost.h— 97 LOC — Production loader and lifecycle owner for the stable Spark plugin C ABI. -
EngineBootstrap.cpp— 403 LOC — Dependency-ordered subsystem initialization and shutdown implementation -
EngineBootstrap.h— 210 LOC — Dependency-ordered subsystem initialization and shutdown -
EngineConsoleCommands.cpp— 974 LOC — Engine-wide console command registration -
EngineConsoleCommands.h— 28 LOC — Registers engine-wide console commands (modules, physics, audio, save, architecture) -
EngineContext.cpp— 244 LOC — Concrete IEngineContext implementation -
EngineContext.h— 497 LOC — Concrete implementation of IEngineContext for the engine runtime -
EngineDiagnostics.cpp— 1079 LOC — Runtime diagnostic commands that exercise live engine subsystems -
EngineDiagnostics.h— 94 LOC — Runtime diagnostic commands that exercise live engine subsystems -
EngineDiagnosticsExtended.cpp— 552 LOC — Extended runtime diagnostics for RHI, JobSystem, AI, debug tools, -
EngineRuntime.cpp— 51 LOC — Storage for the process-wide EngineRuntime instance. -
EngineRuntime.h— 89 LOC — Private container for engine-owned subsystem instances. -
EngineSettings.cpp— 1623 LOC — Implementation of centralized engine settings -
EngineSettings.h— 1080 LOC — Centralized engine settings loaded from INI configuration -
EngineSetup.h— 281 LOC — Wires architecture components into the engine lifecycle -
FaultIsolation.cpp— 391 LOC — Runtime fault isolation for engine subsystem updates -
FaultIsolation.h— 143 LOC — Runtime fault isolation for engine subsystem updates -
FileIntegrity.cpp— 176 LOC — Self-contained streaming SHA-256 used before native image mapping. -
FileIntegrity.h— 15 LOC — Bounded-memory integrity helpers for native modules and plugins. -
FixedTimestepAccumulator.cpp— 127 LOC — Implementation of the fixed-timestep accumulator -
FixedTimestepAccumulator.h— 88 LOC — Centralized fixed-timestep accumulator for the main loop -
GameImGuiLayer.cpp— 194 LOC — Game-mode ImGui overlay implementation (exe-only, Windows + DX11). -
GameImGuiLayer.h— 75 LOC — Game-mode (non-editor) ImGui overlay for the SparkEngine executable. -
GameModuleLoader.cpp— 151 LOC — Platform-specific implementation of dynamic game module loading -
GameModuleLoader.h— 68 LOC — Loads game modules (DLLs/shared libraries) at runtime -
GamePackager.cpp— 408 LOC -
GamePackager.h— 91 LOC — Game packaging pipeline for distribution builds -
GameplaySystemLifecycle.cpp— 200 LOC -
GameplaySystemLifecycle.h— 64 LOC — Initialization, update, and shutdown for all gameplay and debug subsystems -
IGameModule.h— 92 LOC — Abstract interface that game DLLs must implement
-
GameplayLifecycleShared.cpp— 1391 LOC — Initialization, update, and shutdown for all gameplay and debug subsystems -
GameplayLifecycleShared.h— 36 LOC — Shared lifecycle functions for gameplay and debug subsystem management -
InitDebugStage.cpp— 21 LOC -
InitGameplayStage.cpp— 21 LOC -
InitNetworkingStage.cpp— 21 LOC -
LifecycleStage.h— 46 LOC — Abstract base class for engine lifecycle stages (init, update, shutdown) -
LifecycleStages.h— 19 LOC — Factory functions for concrete lifecycle stage instances -
ShutdownStage.cpp— 25 LOC -
UpdateStage.cpp— 25 LOC
-
ModuleHotReload.cpp— 308 LOC — DLL/SO hot-reload file watcher implementation -
ModuleHotReload.h— 148 LOC — Watches module DLLs for changes and triggers automatic hot-reload -
ModuleManager.cpp— 1741 LOC — Multi-module loader and lifecycle manager implementation -
ModuleManager.h— 272 LOC — Multi-module loader and lifecycle manager -
ModuleRuntimeInjection.cpp— 21 LOC — Private implementation of the public module runtime injection bridge. -
NonNull.h— 73 LOC — Lightweight non-null pointer wrapper with debug-mode enforcement -
Platform.h— 269 LOC — Cross-platform type definitions and compatibility layer -
PlatformAudioStubs.h— 375 LOC — XAudio2, XInput, and related stubs for non-Windows platforms -
PlatformD3DStubs.h— 221 LOC — D3D11/DXGI type stubs and ComPtr for non-Windows platforms -
PlatformDirectXMathStubs.h— 771 LOC — DirectXMath compatibility stubs for non-Windows platforms -
PlatformTypes.h— 440 LOC — Win32 type aliases and macros for non-Windows platforms -
PluginRegistry.cpp— 116 LOC — Implementation of the static plugin registry -
PluginRegistry.h— 82 LOC — Macro-based plugin registration using a static linked list -
Reflection.h— 580 LOC — Lightweight compile-time type reflection system (ezEngine-inspired) -
ReflectionSerializer.h— 234 LOC — Generic reflection-driven serialization utilities -
ResourceVersionTracker.cpp— 88 LOC — Implementation of the resource version tracker -
ResourceVersionTracker.h— 72 LOC — Tracks version numbers for loaded resources to detect staleness -
RuntimePackage.cpp— 81 LOC — Cross-platform executable discovery and packaged-runtime anchoring. -
RuntimePackage.h— 32 LOC — Packaged-runtime root discovery shared by every platform entry point. -
SafeCast.h— 99 LOC — Type-safe cast utilities with debug-mode validation -
SparkEngine.cpp— 527 LOC — SparkEngine executable entry point - loads game modules dynamically -
SparkEngine.h— 41 LOC — Main engine header - SparkEngine is the executable runtime host -
SparkEngineLinux.cpp— 243 LOC — POSIX entry point (main), signal handling, and command-line parsing (Linux + macOS). -
SparkEngineLinuxHeadless.cpp— 246 LOC — Headless/dedicated-server loop and no-SDL2 fallback path (Linux + macOS). -
SparkEngineLinuxInit.cpp— 374 LOC — Shared POSIX startup, per-frame tick, and shutdown helpers (Linux + macOS). -
SparkEngineLinuxInternal.h— 69 LOC — Internal declarations shared by the POSIX (Linux + macOS) entry-point files. -
SparkEngineLinuxSDL2.cpp— 464 LOC — SDL2 windowed-mode bring-up: window/backend selection and RunSDL2Windowed (Linux + macOS). -
SparkEngineLinuxSDL2Events.cpp— 232 LOC — SDL2 event translation, dispatch, and per-frame main loop (Linux + macOS). -
SparkEngineMacOS.cpp— 136 LOC — macOS-specific engine entry-point helpers (Metal view lifecycle, exe path). -
SparkEngineMacOS.h— 54 LOC — macOS-specific engine entry-point helpers (Metal view, exe path). -
SparkEngineWindows.cpp— 558 LOC — Windows entry point (wWinMain), command-line parsing, and -exec script playback -
SparkEngineWindowsHeadless.cpp— 389 LOC — Headless/dedicated-server loop (Windows). -
SparkEngineWindowsInit.cpp— 308 LOC — Windowed-mode subsystem initialization (Windows). -
SparkEngineWindowsInternal.h— 108 LOC — Internal declarations shared by the Windows entry-point files. -
SparkEngineWindowsModules.cpp— 244 LOC — Game-module discovery, -game/manifest loading, and the bare-launch project selector (Windows). -
SparkEngineWindowsWin32.cpp— 474 LOC — Win32 message pump, window creation, and window procedure (Windows). -
SparkExport.h— 38 LOC — DLL export/import macros for the Spark Engine module system -
SparkPak.cpp— 363 LOC — SparkPakReader implementation — opens .spk archives and reads entries -
SparkPak.h— 170 LOC — MPQ-inspired binary archive format for asset packaging -
SparkPakWriter.cpp— 317 LOC — SparkPakWriter implementation — builds .spk archive files -
SparkPakWriter.h— 68 LOC — Builder for SparkPak (.spk) archive files -
StartupSplash.cpp— 800 LOC — Deterministic CPU startup animation with Win32 and SDL2 presenters. -
StartupSplash.h— 85 LOC — Codec-free, cross-platform startup splash configuration and renderer. -
SubsystemConsoleCommands.cpp— 692 LOC — Console commands for camera, network, AI, animation, weather, and post-processing -
SubsystemConsoleCommands.h— 24 LOC — Console commands for subsystems: camera, network, AI, animation, weather, -
SubsystemConsoleCommandsExt.cpp— 767 LOC — Console commands for input, scripting, cinematic, replay, localization, -
WindowsCommandLine.h— 117 LOC — Win32 command-line token helpers shared by engine startup surfaces. -
framework.h— 51 LOC — Core framework header with essential includes and library links -
resource.h— 41 LOC — Windows resource definitions and identifiers -
targetver.h— 26 LOC — Platform version targeting
-
Physics2D.h— 436 LOC — 2D physics simulation with AABB/circle collision detection and resolution -
Physics2DTypes.h— 254 LOC — Type definitions, structs, and collision functions for 2D physics -
SceneGraph2D.h— 325 LOC — Retained 2D scene graph with granular update flags
-
AIBudgetLimiter.cpp— 279 LOC — Implementation of the AI frame-budget limiter -
AIBudgetLimiter.h— 53 LOC — Frame-budget limiter for AI processing (R4.3) -
AIBudgetLimiterCore.h— 217 LOC — AIBudgetLimiter class — per-frame AI time-budget enforcement (R4.3) -
AIBudgetTypes.h— 82 LOC — Shared data types for the AI budget limiter (R4.3) -
AIDebugRenderer.cpp— 315 LOC — AI debug visualization using DebugDraw primitives -
AIDebugRenderer.h— 239 LOC — Debug visualization for AI systems: NavMesh, paths, perception, behavior trees -
AIDirector.cpp— 262 LOC — Implementation of the AI Director dynamic difficulty system -
AIDirector.h— 220 LOC — Dynamic difficulty and pacing system (inspired by Left 4 Dead's AI Director) -
AIIntegration.h— 293 LOC — Cross-links all AI architecture extensions with AISystem -
AISystem.cpp— 931 LOC — AI system implementation — processes all AI agents each frame -
AISystem.h— 417 LOC — ECS system for AI agent processing and coordination -
BehaviorTree.h— 318 LOC — Behavior tree framework for NPC AI decision-making -
BehaviorTreeNodes.h— 417 LOC — Concrete behavior tree node implementations -
BehaviorTreeTypes.h— 260 LOC — Core types for the behavior tree framework: NodeStatus, Blackboard, and BTNode base class -
CollisionAvoidance.cpp— 223 LOC — Implementation of the simplified ORCA collision avoidance system -
CollisionAvoidance.h— 173 LOC — ORCA collision avoidance for AI crowds -
CoverSystem.cpp— 334 LOC — Cover analysis and querying implementation -
CoverSystem.h— 189 LOC — Cover analysis and querying for AI agents -
EnvironmentQuery.h— 582 LOC — Environment Query System (EQS) for tactical AI positioning -
FormationSystem.cpp— 271 LOC — Formation management system implementation -
FormationSystem.h— 206 LOC — Formation management for AI groups -
GroupAI.cpp— 306 LOC — Group/squad AI coordination system implementation -
GroupAI.h— 240 LOC — Group/squad AI coordination system -
MovementSystem.cpp— 871 LOC — Implementation of the priority-based movement generator stack -
MovementSystem.h— 419 LOC — Priority-based movement generator stack (TC MotionMaster-inspired) -
NavMesh.cpp— 1108 LOC — NavMesh implementation — query, builder, and manager -
NavMesh.h— 468 LOC — Navigation mesh system for AI pathfinding -
NavMeshLink.h— 134 LOC — Off-mesh navigation links for jumps, ladders, and teleporters -
NavMeshObstacles.cpp— 435 LOC — Implementation of dynamic NavMesh obstacle carving -
NavMeshObstacles.h— 396 LOC — Dynamic obstacle management for runtime NavMesh carving -
NavMeshTypes.h— 388 LOC — Data types, enums, and structures for the NavMesh subsystem. -
ParallelPerception.cpp— 337 LOC — Implementation of the parallelized, Octree-accelerated perception system -
ParallelPerception.h— 255 LOC — Parallelized perception system using JobSystem and Octree spatial partitioning -
PerceptionSystem.h— 478 LOC — AI perception system for sight, hearing, and memory -
RecastDetourBackend.cpp— 343 LOC — Recast/Detour NavMesh generation implementation -
RecastDetourBackend.h— 48 LOC — Recast/Detour-powered NavMesh generation backend -
SteeringBehaviors.h— 484 LOC — Steering behavior utilities for AI agent locomotion -
TacticalPointSystem.cpp— 280 LOC — Tactical point evaluation implementation -
TacticalPointSystem.h— 219 LOC — Tactical point evaluation for AI combat positioning
-
AccessibilitySystem.h— 329 LOC — Engine-wide accessibility framework with colorblind filters, subtitles, and adaptive UI
-
AnimNotify.h— 296 LOC — Animation notify system for firing gameplay events from animation keyframes -
AnimationBlender.h— 110 LOC — Animation blending modes, layers, and blend result structures -
AnimationClip.h— 196 LOC — Keyframe data structures and animation clip definitions -
AnimationCompression.cpp— 731 LOC — Implementation of animation keyframe compression and quantization -
AnimationCompression.h— 138 LOC — Animation keyframe compression via redundant key removal and quantization -
AnimationEvaluator.h— 122 LOC — Core animation processing: sampling, blending, skinning, and IK solving -
AnimationRetargeting.h— 307 LOC — Skeleton retargeting for sharing animations between different characters -
AnimationStateMachine.cpp— 193 LOC — AnimationStateMachine implementation — state transitions, crossfade blending, state management -
AnimationSystem.cpp— 688 LOC — AnimationManager (asset cache) and AnimationInstance (per-entity runtime update) -
AnimationSystem.h— 543 LOC — Skeletal animation system with bone hierarchies, skinning, blending, and state machines -
AnimationTypes.h— 563 LOC — Core animation data types: bones, skeletons, keyframes, clips, blending, IK, and instances -
BlendSpace.cpp— 444 LOC — Implementation of 2D parametric blend space with Delaunay triangulation -
BlendSpace.h— 237 LOC — Parametric 2D blend space for animation blending -
IKSolver.h— 101 LOC — Inverse Kinematics types and chain definitions -
InverseKinematics.cpp— 347 LOC — IK solver implementations — TwoBoneIK, LookAtIK (FABRIK lives in InverseKinematicsFABRIK.cpp) -
InverseKinematicsFABRIK.cpp— 175 LOC — IK solver implementation — FABRIK -
PoseModifier.cpp— 362 LOC — Post-animation pose modification pipeline implementation -
PoseModifier.h— 243 LOC — Post-animation pose modification pipeline -
RagdollSystem.cpp— 275 LOC — Implementation of the ragdoll physics system -
RagdollSystem.h— 269 LOC — Ragdoll physics with animation blending and hit reactions -
SkeletalAnimation.cpp— 233 LOC — Low-level skeletal animation evaluation — keyframe interpolation, clip sampling, -
Skeleton.h— 127 LOC — Bone and Skeleton structures for skeletal animation hierarchies
-
GamePackager.h— 456 LOC — Standalone game packaging system for distributable builds
-
Sequencer.cpp— 891 LOC — Implementation of the cinematic sequencer system -
Sequencer.h— 389 LOC — Timeline-based cinematic sequencer for cutscenes and scripted events -
VideoPlayer.h— 372 LOC — Video playback system for cutscenes, splash screens, and in-world displays
-
CancellationToken.h— 69 LOC — Cancellation token for coroutines tied to entity lifetime -
CoroutineScheduler.h— 236 LOC — Gameplay coroutine system -- delayed, yielding, and repeating tasks -
CoroutineTypes.h— 495 LOC — Type definitions for the coroutine system -- yield instructions, promise types, and builder coroutine
-
LootAndCraftingSystem.h— 492 LOC — Engine-level loot tables with weighted random drops and a crafting system
-
DataTableSystem.h— 800 LOC — Data-driven table system for loading and querying structured game data.
-
DestructionSystem.cpp— 259 LOC — Implementation of the destructible environment system -
DestructionSystem.h— 286 LOC — Destructible environment system for FPS gameplay
-
DialogueSystem.cpp— 578 LOC — Implementation of the dialogue tree and conversation system -
DialogueSystem.h— 332 LOC — Dialogue tree and conversation system for NPCs -
DynamicResponseSystem.cpp— 288 LOC — Dynamic response system implementation -
DynamicResponseSystem.h— 227 LOC — Signal/condition-driven dynamic response system
-
Components.h— 257 LOC — ECS components and World class for Spark Engine (umbrella header)
-
AIComponents.h— 94 LOC — ECS AI component: AIComponent with behavior tree and pathfinding -
AdvancedPlacementComponents.h— 459 LOC — ECS components for advanced editor-placeable objects -
AnimationComponents.h— 77 LOC — ECS animation components: AnimationController, ParticleEmitterComponent -
AudioComponents.h— 55 LOC — ECS audio component: AudioSourceComponent -
CollisionMaskComponents.h— 71 LOC — Lightweight game-logic collision masks separate from Bullet physics -
CoreComponents.cpp— 69 LOC -
CoreComponents.h— 150 LOC — Core ECS components: Transform, MeshRenderer, Camera, Script -
FPSComponents.h— 285 LOC — ECS components for FPS gameplay: Decals, Projectiles, Interactions -
GameplayComponents.h— 214 LOC — ECS gameplay components: Tags, Health, Active, Weather, Inventory, Quests -
LightComponents.h— 61 LOC — ECS lighting component: LightComponent -
NetworkComponents.h— 30 LOC — ECS networking components: NetworkIdentity -
PhysicsComponents.h— 146 LOC — ECS physics components: RigidBodyComponent, ColliderComponent -
PlacementComponents.h— 337 LOC — ECS components for editor-placeable gameplay objects -
SplineComponents.h— 75 LOC — ECS components for spline paths and path following -
Sprite2DComponents.h— 507 LOC — ECS components for 2D/2.5D rendering: sprites, tilemaps, parallax, Camera2D -
TerrainComponents.h— 57 LOC — ECS components for terrain entities -
VisibilityComponents.h— 64 LOC — Per-entity visibility bitmask and camera draw mask components -
VolumeComponents.h— 333 LOC — ECS components for spatial volumes, probes, and placeable markers
-
ECSIntegration.h— 173 LOC — Aggregates and cross-links all ECS architecture extensions -
EntityArchetype.cpp— 99 LOC — Entity archetype system implementation -
EntityArchetype.h— 179 LOC — Entity archetype/template system -
EntityArchetypeLoader.cpp— 408 LOC — Data-driven archetype loading and entity spawning -
EntityArchetypeLoader.h— 80 LOC — Data-driven archetype loading from .archetype files and spawn API -
EntityPresetManager.cpp— 238 LOC — Implementation of entity preset registry with built-in game object templates -
EntityPresetManager.h— 107 LOC — Pre-configured entity templates for rapid no-code game creation -
ReactiveSystem.h— 224 LOC — EnTT-based reactive ECS system using observers (R2.4 — Architecture Analysis) -
RuntimePrefab.h— 476 LOC — Runtime prefab system for data-driven entity templates with serialization
-
ECSystemTypes.h— 121 LOC — Base types and interfaces shared by all ECS systems. -
ECSystems.cpp— 739 LOC — ECS system implementations — the runtime logic that processes components each frame. -
ECSystems.h— 846 LOC — ECS system definitions that process component data each frame -
FixedTimestepPhysics.h— 138 LOC — Fixed-timestep physics system with accumulator pattern (R2.2 — Architecture Analysis) -
ParallelSystemExecutor.h— 335 LOC — Parallel ECS system execution via the JobSystem (R2.1 — Architecture Analysis) -
PhaseSystemManager.h— 234 LOC — Phase-based ECS system execution (R2.3 — Architecture Analysis) -
Systems2D.h— 512 LOC — ECS systems for 2D/2.5D: sprite rendering, 2D physics, animation, parallax, tilemap -
TerrainSystem.cpp— 89 LOC — Implementation of the TerrainSystem ECS system -
TerrainSystem.h— 42 LOC — ECS system that processes TerrainComponent entities each frame
-
CoreComponentSerializers.cpp— 355 LOC — Snapshot serializers for core scene ECS component types -
CoreComponentSerializers.h— 23 LOC — Registers snapshot serializers for all core ECS components -
CoreComponentSerializersInternal.h— 82 LOC — Shared internal helpers for the core component snapshot serializer translation units -
CoreComponentSerializersPhysicsAudio.cpp— 209 LOC — Snapshot serializers for the physics and audio core ECS component types -
PlayModeManager.h— 587 LOC — Play-in-editor mode management: scene snapshot, restore, time control -
PlayModeTypes.h— 200 LOC — Type definitions for play-in-editor mode: enums, structs, callbacks -
SceneSnapshotSerializer.h— 281 LOC — Binary ECS state serializer for play-in-editor snapshot save/restore
-
EventSystem.h— 473 LOC — Built-in event types and deferred event queue for engine communication
-
AbilityAuras.cpp— 290 LOC — Aura management, tick processing, and proc system for AbilitySystem -
AbilitySystem.cpp— 701 LOC — Implementation of the pipeline-based ability/spell system -
AbilitySystem.h— 345 LOC — Pipeline-based ability/spell system with auras and procs (TrinityCore-inspired) -
AchievementSystem.h— 498 LOC — Achievement tracking with progressive, tiered, and cumulative support -
ConditionSystem.cpp— 558 LOC — Implementation of the universal condition evaluation system -
ConditionSystem.h— 169 LOC — Universal data-driven condition evaluation (TC ConditionMgr-inspired) -
EventResponseSystem.cpp— 868 LOC — Implementation of the data-driven event response rule engine -
EventResponseSystem.h— 278 LOC — Data-driven "When/If/Then" event response rule engine for no-code gameplay -
GameplaySystemExtension.h— 260 LOC — Extension point system for game modules to extend engine quest/dialogue -
GameplayTags.h— 386 LOC — Hierarchical gameplay tag system for data-driven categorization and queries -
InstanceEncounters.cpp— 223 LOC — Encounter control and lockout management for InstanceManager -
InstanceManager.cpp— 317 LOC — Instance/dungeon management and encounter scripting implementation -
InstanceManager.h— 237 LOC — Instance/dungeon management with encounter scripting (TC-inspired) -
InventorySystem.cpp— 384 LOC — Implementation of the per-entity inventory management system -
InventorySystem.h— 169 LOC — Reusable per-entity inventory management with item registry and stacking -
MaterialEffects.cpp— 99 LOC — Material interaction effect system implementation -
MaterialEffects.h— 159 LOC — Material interaction effect system -
QuestSystem.cpp— 464 LOC — Implementation of the per-entity quest tracking system -
QuestSystem.h— 244 LOC — Per-entity quest tracking with objectives, prerequisites, and rewards -
WeaponManager.cpp— 483 LOC — Weapon system implementation - fire control, reload, recoil, ADS -
WeaponManager.h— 308 LOC — Central weapon management system for FPS gameplay -
WeatherGameplayIntegration.cpp— 199 LOC — Bridges weather events to physics wind, AI perception, and audio state -
WeatherGameplayIntegration.h— 116 LOC — Bridges weather system events to gameplay mechanics (physics, AI, audio)
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HLODSystem.h— 473 LOC — Hierarchical LOD and World Partition system
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ModuleHotReload.h— 386 LOC — Runtime hot-reload system for game module DLLs
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CSGSystem.h— 727 LOC — Constructive Solid Geometry (CSG) system for level greyboxing
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LoadingScreen.cpp— 195 LOC — Implementation of the loading screen and progress tracking system -
LoadingScreen.h— 191 LOC — Async asset loading with progress tracking and loading screen support
-
LocalizationSystem.cpp— 308 LOC — Implementation of the localization and string table system -
LocalizationSystem.h— 207 LOC — Internationalization and localization system for Spark Engine
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MobilePlatform.cpp— 203 LOC — Implementation of the mobile platform abstraction -
MobilePlatform.h— 249 LOC — Mobile platform abstraction for touch input and GPU optimization
-
ArchiveResourceProvider.cpp— 71 LOC — IResourceProvider implementation backed by SparkPak (.spk) archives -
ArchiveResourceProvider.h— 60 LOC — IResourceProvider backed by a SparkPak (.spk) archive -
ModSystem.cpp— 343 LOC — Implementation of the mod loading and management system -
ModSystem.h— 199 LOC — Plugin and modding SDK for user-created content -
ModSystemIO.cpp— 180 LOC — Mod system persistence and console output — config save/load, mod.json parsing, console status -
VirtualFileSystem.cpp— 333 LOC — Implementation of the mount-priority virtual filesystem -
VirtualFileSystem.h— 191 LOC — Mount-priority virtual filesystem for layered content loading
-
AreaServer.cpp— 603 LOC — Area-based server process implementation -
AreaServer.h— 279 LOC — Area-based server process for scalable multiplayer worlds -
AreaServerTypes.h— 93 LOC — Configuration, migration, and statistics types for AreaServer -
ClientPrediction.cpp— 170 LOC — Implementation of client-side prediction and server reconciliation -
ClientPrediction.h— 198 LOC — Client-side prediction and server reconciliation for multiplayer FPS -
ConnectionScope.h— 260 LOC — Per-connection object scoping for entity replication (Torque3D ghost-inspired) -
ConnectionScopeFilter.h— 212 LOC — Per-connection entity visibility filtering for network replication -
DatablockRegistry.h— 408 LOC — Immutable shared-data objects sent once at connection time (Torque3D-inspired) -
DedicatedServer.cpp— 1021 LOC — Dedicated game server implementation -
DedicatedServer.h— 391 LOC — Dedicated game server with full lifecycle management -
DeltaSnapshotManager.cpp— 329 LOC — Implementation of per-connection delta snapshot tracking -
DeltaSnapshotManager.h— 199 LOC — Per-connection delta snapshot tracking for replicated entity fields -
EntityReplicator.cpp— 266 LOC — Implementation of dirty-tracked entity replication -
EntityReplicator.h— 173 LOC — Manages entity state replication with dirty tracking and visibility (TC-inspired) -
IAreaSimulation.h— 46 LOC — Plug-in interface for game-supplied authoritative area simulation -
INetworkRuntime.h— 46 LOC — Minimal networking runtime interface used by DedicatedServer. -
ITransport.h— 69 LOC — Abstract transport layer interface for network communication -
InstabilitySimulator.cpp— 239 LOC — Implementation of artificial network instability injection -
InstabilitySimulator.h— 145 LOC — Artificial network instability injection for testing and debugging -
InterpolationBuffer.h— 239 LOC — Generic ring-buffer for timestamped network sample interpolation -
LagCompensation.cpp— 267 LOC — Server-side hit rewind implementation -
LagCompensation.h— 121 LOC — Server-side hit rewind — ring buffer of entity poses + rewound raycast -
NetQuantize.cpp— 51 LOC — Implementation of quantized transform read/write through NetBuffer. -
NetQuantize.h— 48 LOC — NetBuffer-aware helpers for quantized transform replication. -
NetworkBindPolicy.h— 58 LOC — Process-local policy for confining development and test listeners. -
NetworkBuffer.cpp— 189 LOC — NetBuffer serialization/deserialization helpers -
NetworkConnection.cpp— 1421 LOC — Connection lifecycle and message routing for NetworkManager -
NetworkEncryption.cpp— 299 LOC — Network encryption, token validation, rate limiting, and replay protection -
NetworkEncryption.h— 204 LOC — Lightweight symmetric encryption layer for game network traffic -
NetworkIntegration.h— 233 LOC — Cross-links ITransport and NetworkSecurity with NetworkManager -
NetworkInterpolation.cpp— 116 LOC — Implementation of client-side network entity interpolation -
NetworkInterpolation.h— 122 LOC — Client-side interpolation buffer for smooth remote entity rendering -
NetworkManager.cpp— 953 LOC — Core NetworkManager — singleton, update loop, socket helpers, lag compensation -
NetworkManager.h— 887 LOC — Multiplayer networking foundation with client/server architecture -
NetworkManagerRuntimeAdapter.cpp— 85 LOC — INetworkRuntime adapter backed by NetworkManager. -
NetworkManagerRuntimeAdapter.h— 43 LOC — INetworkRuntime adapter backed by NetworkManager. -
NetworkReliable.cpp— 210 LOC — Reliable channel logic for NetworkManager -
NetworkReplication.cpp— 609 LOC — Entity replication methods for NetworkManager -
NetworkSecurity.h— 233 LOC — Network security layer -- packet encryption and connection token auth -
NetworkWireLimits.h— 27 LOC — Authoritative size contract for Spark's UDP message wire format. -
PacketValidator.cpp— 371 LOC — Network packet validation and sanitization implementation -
PacketValidator.h— 164 LOC — Network packet validation and sanitization layer -
ReplicationFields.cpp— 120 LOC — Implementation of ReplicatedFieldSet dirty tracking and visibility masks -
ReplicationFields.h— 181 LOC — Typed replicated field system with automatic dirty tracking (TrinityCore-inspired) -
SteamTransport.h— 95 LOC — Stub ITransport for future Steam Networking Sockets integration -
SubTickInput.cpp— 114 LOC — Implementation of sub-tick input recording and processing -
SubTickInput.h— 103 LOC — Sub-tick input recording for precise input timing within server ticks -
UDPTransport.h— 248 LOC — UDP socket transport implementation of ITransport -
WorldServer.cpp— 862 LOC — World server coordinator implementation -
WorldServer.h— 356 LOC — Central coordinator for area-based multiplayer world architecture
-
OnlineServices.h— 666 LOC — Unified online platform integration with pluggable backends
-
AsyncDatabase.cpp— 975 LOC — Implementation of the async database persistence layer. -
AsyncDatabase.h— 292 LOC — Async database layer with connection pooling and prepared statements (TC-inspired)
-
JoltPhysicsInterface.h— 377 LOC — Abstract physics interface to support Jolt Physics migration
-
ProceduralGenerator.h— 560 LOC — Procedural content generation framework with noise, dungeon, and WFC support
-
RemoteDebugSystem.h— 592 LOC — Remote debugging and live link between editor and running game
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MovieRenderPipeline.h— 479 LOC — Offline cinematic rendering pipeline for high-quality frame output
-
ReplaySystem.cpp— 536 LOC — Implementation of the replay recording and playback system -
ReplaySystem.h— 195 LOC — Replay recording and playback system for FPS games
-
FreezeSystem.h— 305 LOC — Tag-validated, per-subsystem save state serialization -
SaveSystem.cpp— 1558 LOC — Save/load system implementation with JSON serialization -
SaveSystem.h— 675 LOC — Game state serialization and save/load system for Spark Engine. -
SaveSystemTypes.h— 288 LOC — Data types used by the save/load system (metadata, serialized entities, save data).
-
AngelScriptEngine.cpp— 1473 LOC — AngelScript virtual machine wrapper implementation -
AngelScriptEngine.h— 576 LOC — AngelScript virtual machine wrapper with hot-reload scripting support -
ScriptHookManager.cpp— 176 LOC — Implementation of the centralized script hook dispatcher -
ScriptHookManager.h— 251 LOC — Centralized script hook dispatcher for gameplay events (TC ScriptMgr-inspired) -
ScriptHotReload.cpp— 314 LOC — Implementation of script hot-reload and file watching -
ScriptHotReload.h— 335 LOC — File watcher and hot-reload system for AngelScript scripts -
ScriptSandbox.cpp— 349 LOC — Runtime sandboxing implementation for AngelScript execution -
ScriptSandbox.h— 217 LOC — Runtime sandboxing for AngelScript execution -
VisualScriptCompiler.cpp— 1049 LOC — Implementation of visual script graph → AngelScript compiler -
VisualScriptCompiler.h— 100 LOC — Compiles a visual script node graph into AngelScript source code -
VisualScriptGraphTypes.h— 141 LOC — Pin, node, connection, and graph data structures for visual scripting -
VisualScriptNodeTypes.h— 112 LOC — Node type enumeration for visual script graphs
-
MemoryIntegrity.cpp— 597 LOC — Runtime memory integrity and branch protection implementation -
MemoryIntegrity.h— 313 LOC — Runtime memory integrity and branch protection system
-
AreaAssetLoader.cpp— 264 LOC — Bridges area streaming with async I/O via DirectStorageLoader -
AreaAssetLoader.h— 144 LOC — Bridges SeamlessAreaManager with DirectStorageLoader for real asset I/O -
DirectStorageLoader.cpp— 339 LOC — GPU-direct asset loading via DirectStorage (Windows 11+) -
DirectStorageLoader.h— 197 LOC — GPU-direct asset loading via DirectStorage (Windows 11+) -
SceneManifest.h— 151 LOC — Lightweight scene asset manifest for area streaming -
SeamlessAreaManager.cpp— 270 LOC — Predictive asset streaming implementation -
SeamlessAreaManager.h— 231 LOC — Predictive asset streaming for seamless area transitions -
SeamlessAreaManagerStreaming.cpp— 296 LOC — Prediction and streaming logic for SeamlessAreaManager -
SeamlessAreaManagerTypes.h— 117 LOC — Area state, definition, and configuration types for predictive streaming
-
FontSystem.h— 578 LOC — Runtime font rendering system with glyph atlas and text layout
-
TweenSystem.cpp— 376 LOC — Advanced tween system implementation -
TweenSystem.h— 203 LOC — Advanced tween system with sequencing, composition, and easing
-
UIDirtyTracking.h— 309 LOC — Dirty region tracking for UI rendering optimization -
UIFactory.cpp— 202 LOC — Config-driven UI creation with data binding implementation -
UIFactory.h— 161 LOC — Config-driven UI creation with typed data binding -
UILayoutExtensions.cpp— 684 LOC -
UILayoutExtensions.h— 250 LOC — Declarative UI layout containers, input widgets, and data binding -
UISystem.cpp— 428 LOC — Implementation of the runtime UI/Widget system -
UISystem.h— 488 LOC — Runtime UI/Widget system for in-game HUD and menus
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VRSystem.cpp— 120 LOC — Implementation of the VR system framework (OpenXR-ready) -
VRSystem.h— 209 LOC — VR/AR integration system (OpenXR-ready framework)
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ProximityTriggerSystem.cpp— 214 LOC — Spatial trigger volume system implementation -
ProximityTriggerSystem.h— 176 LOC — Spatial trigger volume system -
SpatialGrid.cpp— 302 LOC — Implementation of cell-based spatial partitioning -
SpatialGrid.h— 213 LOC — Cell-based spatial partitioning for efficient entity queries (TC-inspired) -
TimeOfDaySystem.cpp— 157 LOC — Time-of-day simulation — sun position, light color, ambient intensity -
TimeOfDaySystem.h— 161 LOC — Time-of-day simulation with sun direction, light color, and weather integration -
WorldOriginSystem.cpp— 169 LOC — Floating-point origin rebasing implementation -
WorldOriginSystem.h— 196 LOC — Floating-point origin rebasing system for large worlds
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EnumUtils.cpp— 393 LOC — Implementation of enum utility functions -
EnumUtils.h— 350 LOC — Utilities for enum operations, validation, and string conversion -
GameSystemEnums.h— 409 LOC — Game system enumerations for Spark Engine -
GraphicsEnums.h— 128 LOC — Core graphics system enumerations for Spark Engine -
InputEnums.h— 144 LOC — Input system enumerations for Spark Engine
-
GameObject.cpp— 261 LOC -
GameObject.h— 333 LOC — Base class for all interactive objects in the game world -
Model.cpp— 215 LOC -
Model.h— 43 LOC — Default constructor -
ModelVertex.h— 80 LOC — Standard vertex structure for imported 3D models -
PlaceholderMesh.h— 157 LOC — Robust mesh loading helper with automatic procedural fallback -
Primitives.cpp— 109 LOC -
Primitives.h— 86 LOC — Procedural primitive mesh generators for common 3D shapes -
TemplateRuntime.h— 450 LOC — Small runtime bridge for installed-SDK game templates.
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SpriteBatch.h— 350 LOC — Batched 2D sprite renderer with automatic atlas sorting and draw-call merging
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AdaptiveProbeVolumes.cpp— 555 LOC — Implementation of brick-based hierarchical probe volumes -
AdaptiveProbeVolumes.h— 297 LOC — Brick-based hierarchical probe system with adaptive subdivision -
AssetMetadata.cpp— 8 LOC — Platform-split redirect -
AssetMetadataLinux.cpp— 305 LOC — Linux implementation — split from AssetMetadata.cpp -
AssetMetadataWindows.cpp— 270 LOC — Windows/D3D11 implementation — split from AssetMetadata.cpp -
AssetPipeline.cpp— 8 LOC — Platform-split redirect -
AssetPipeline.h— 580 LOC — Complete asset pipeline system for model loading and streaming -
AssetPipelineConsoleOps.cpp— 281 LOC — Console integration methods for AssetPipeline -
AssetPipelineLinux.cpp— 343 LOC — Linux implementation — split from AssetPipeline.cpp -
AssetPipelineLinuxStreaming.cpp— 204 LOC — Linux background streaming, metrics, and RHI mesh upload for AssetPipeline -
AssetPipelineWindows.cpp— 441 LOC — Windows/D3D11 implementation — split from AssetPipeline.cpp -
AssetTypes.cpp— 55 LOC — Cross-platform asset type definitions. -
AssetTypesLinux.cpp— 331 LOC — Linux mesh asset implementation (MeshAsset) -
AssetTypesLinuxMedia.cpp— 250 LOC — Linux texture/audio asset implementations (TextureAsset, AudioAsset) and AssetCache -
AssetTypesWindows.cpp— 265 LOC — Windows/D3D11 mesh asset implementation (MeshAsset) -
AssetTypesWindowsMedia.cpp— 358 LOC — Windows/D3D11 texture/audio asset implementations (TextureAsset, AudioAsset) and AssetCache -
AsyncComputeScheduler.cpp— 282 LOC — Implementation of the async compute workload scheduler -
AsyncComputeScheduler.h— 198 LOC — Async compute workload scheduler with multi-backend support -
BVHAccelerator.h— 447 LOC — SAH-based Bounding Volume Hierarchy for hierarchical frustum culling -
BasisTranscoder.h— 753 LOC — GPU texture transcoding from Basis Universal format to native GPU formats -
BilateralUpsample.h— 231 LOC — Shared bilateral upsample utility for half-resolution effects -
BloomEffect.cpp— 451 LOC — HDR bloom implementation with progressive downsample/upsample -
BloomEffect.h— 141 LOC — HDR bloom post-processing with progressive downsample/upsample chain -
CachedShadowAtlas.h— 331 LOC — Cached shadow atlas that avoids re-rendering static shadow maps -
ClipmapTerrain.cpp— 404 LOC — Implementation of clipmap-based terrain LOD system -
ClipmapTerrain.h— 178 LOC — Clipmap-based terrain LOD system for efficient large-world rendering -
ClusteredLightCulling.cpp— 418 LOC — Implementation of CPU-side clustered light culling -
ClusteredLightCulling.h— 187 LOC — GPU-based clustered light culling with a 3D frustum grid -
ClusteredLightGPU.h— 171 LOC — GPU structured buffer layout for clustered forward+ lighting -
ConstantBufferDiff.h— 138 LOC — Content-diff constant buffer uploads to skip redundant GPU updates -
ConstantBufferRing.h— 365 LOC — Ring-buffer allocator for dynamic constant buffers -
DDGIProbeSystem.cpp— 456 LOC — Implementation of DDGI probe system with SH accumulation and trilinear query -
DDGIProbeSystem.h— 242 LOC — Dynamic Diffuse Global Illumination using irradiance probes -
DecalSystem.cpp— 8 LOC — Platform-split redirect -
DecalSystem.h— 170 LOC — Projected decal system for bullet holes, scorch marks, and environmental detail -
DecalSystemLinux.cpp— 293 LOC — Linux implementation — split from DecalSystem.cpp -
DecalSystemWindows.cpp— 337 LOC — Windows/D3D11 implementation — split from DecalSystem.cpp -
DenoiserInterface.h— 261 LOC — AI-powered image denoiser interface for ray-traced output -
DirtyRectTracker.h— 173 LOC — Dirty rectangle tracking for partial texture updates -
DrawSortKey.h— 321 LOC — 64-bit composite sort key for draw call batching and radix sort -
DynamicQualityScaler.cpp— 171 LOC — Implementation of dynamic resolution scaling based on frame performance -
DynamicQualityScaler.h— 112 LOC — Dynamic resolution scaler that adjusts render resolution based on frame performance -
DynamicQualityTypes.h— 354 LOC — Type definitions for the upscaling/dynamic quality system -
EXRLoader.h— 247 LOC — Bounded OpenEXR memory loading for HDR engine assets. -
FBXImporter.cpp— 801 LOC — FBX binary format parser implementation -
FBXImporter.h— 432 LOC — Binary FBX file format importer for mesh, skeleton, and animation data -
FastNoise2SIMD.h— 755 LOC — SIMD-accelerated procedural noise with node graph evaluation -
FastNoiseLite.h— 695 LOC — Fast portable noise generation (CPU + HLSL compatible) -
FogSystem.cpp— 150 LOC — Implementation of distance fog, height fog, and volumetric fog rendering -
FogSystem.h— 287 LOC — Distance fog, height fog, and volumetric fog rendering -
FoliageImpostorBaker.cpp— 176 LOC — CPU-portable impostor atlas layout and UV math -
FoliageImpostorBaker.h— 364 LOC — Atlas packing and angle selection for foliage impostors -
FoliageImpostorBakerWindows.cpp— 489 LOC — D3D11 GPU implementation of FoliageImpostorAtlas -
FoliageRenderer.cpp— 463 LOC — CPU-portable foliage collection, batching, and LOD selection -
FoliageRenderer.h— 510 LOC — Render-side consumer for FoliageManager instances -
FoliageRendererWindows.cpp— 473 LOC — GPU-side foliage rendering — D3D11 upload, shader compilation, draw calls -
FoliageSystem.cpp— 497 LOC — Implementation of FoliageManager — deterministic foliage scattering -
FoliageSystem.h— 268 LOC — Instanced vegetation placement and rendering system -
FroxelVolumetricFog.cpp— 480 LOC — CPU reference implementation of froxel-based volumetric fog -
FroxelVolumetricFog.h— 230 LOC — Froxel-based volumetric fog using a frustum-aligned 3D grid -
FrustumCulling.h— 398 LOC — Camera frustum extraction and AABB/sphere visibility testing -
GLTFStaticMeshLoader.cpp— 650 LOC — Validated CPU-side glTF 2.0 static-mesh loading via cgltf. -
GLTFStaticMeshLoader.h— 50 LOC — Fail-closed CPU loader for the supported glTF 2.0 static-mesh subset. -
GPUClusterCulling.cpp— 280 LOC — GPU compute shader-based clustered light assignment -
GPUClusterCulling.h— 165 LOC — GPU compute shader-based clustered light assignment -
GPUDebugMarkers.h— 380 LOC — GPU annotation system for PIX, RenderDoc, and VS Graphics Debugger -
GPUDrivenRenderer.cpp— 488 LOC — GPU-driven indirect rendering pipeline implementation -
GPUDrivenRenderer.h— 218 LOC — GPU-driven indirect rendering pipeline with compute-based culling -
GPUOcclusionCulling.cpp— 343 LOC — CPU reference implementation of GPU-driven occlusion culling -
GPUOcclusionCulling.h— 176 LOC — GPU-driven occlusion culling using previous frame's hierarchical Z-buffer -
GPUParticleSystem.cpp— 15 LOC — Platform-independent GPUParticleSystem code (destructor only) -
GPUParticleSystem.h— 288 LOC — GPU-accelerated particle system using D3D11 compute shaders -
GPUParticleSystemLinux.cpp— 106 LOC — Linux GPU particle system stubs — no-op implementations for headless/NullRHI -
GPUParticleSystemWindows.cpp— 453 LOC — Windows/D3D11 GPU particle system — compute shader pipeline, buffer management, rendering -
GPUParticleTypes.h— 154 LOC — Type definitions for the GPU particle system -
GPUProfiler.cpp— 222 LOC — GPU profiler implementation -
GPUProfiler.h— 158 LOC — GPU timestamp queries and pipeline statistics profiling -
GPUSceneBuffer.h— 361 LOC — Persistent GPU structured buffer for scene instance data -
GPUSkinning.cpp— 386 LOC — Implementation of GPU compute shader skinning -
GPUSkinning.h— 225 LOC — GPU compute shader skinning manager for offloading vertex skinning from the vertex shader -
GPUTimestampQuery.h— 493 LOC — Per-pass GPU timing with double-buffered timestamp queries -
GTAOEffect.h— 450 LOC — Ground Truth Ambient Occlusion (GTAO) screen-space effect -
GraphicsConsoleCommands.cpp— 425 LOC — Implementation of graphics console command registration -
GraphicsConsoleCommands.h— 24 LOC — Registers graphics-related console commands -
GraphicsConsoleOps.cpp— 8 LOC — Platform-split redirect -
GraphicsConsoleOpsLinux.cpp— 270 LOC — Linux implementation — split from GraphicsConsoleOps.cpp -
GraphicsConsoleOpsWindows.cpp— 233 LOC — Windows/D3D11 implementation — split from GraphicsConsoleOps.cpp -
GraphicsConsoleOpsWindowsDiagnostics.cpp— 407 LOC — Windows/D3D11 console diagnostics and device operations -
GraphicsDeviceResources.cpp— 8 LOC — Device creation and resource management — platform-split redirect -
GraphicsDeviceResourcesLinux.cpp— 239 LOC — Linux RHI-bridge device and resource management for GraphicsEngine -
GraphicsDeviceResourcesLinuxShaders.cpp— 383 LOC — Linux RHI-bridge basic shader system for GraphicsEngine -
GraphicsDeviceResourcesWindows.cpp— 450 LOC — D3D11 device creation, render targets, render states, and pipeline setup -
GraphicsDeviceResourcesWindowsBasicState.cpp— 530 LOC — D3D11 basic shader binding, constants, and basic material cache -
GraphicsDeviceResourcesWindowsInstanced.cpp— 340 LOC — D3D11 basic instanced draw path (W12 decor-instancing) -
GraphicsDeviceResourcesWindowsShaders.cpp— 443 LOC — D3D11 basic shader system initialization and shader compilation -
GraphicsDeviceResourcesWindowsTextures.cpp— 481 LOC — D3D11 default, procedural, and file-loaded textures for the basic path -
GraphicsEngine.cpp— 13 LOC — Central rendering orchestrator — platform-split redirect -
GraphicsEngine.h— 1260 LOC — Advanced DirectX 11 graphics engine with AAA features and console integration -
GraphicsEngineHybridRT.cpp— 61 LOC — Platform-agnostic HybridRT post-lighting dispatch. -
GraphicsEngineLinux.cpp— 414 LOC — Linux RHI-bridge lifecycle (Initialize/Shutdown/Resize) for SparkEngine -
GraphicsEngineLinuxAccessors.cpp— 110 LOC — Linux RHI-bridge system/state accessors for GraphicsEngine -
GraphicsEngineLinuxFrame.cpp— 242 LOC — Linux RHI-bridge per-frame rendering path for GraphicsEngine -
GraphicsEngineLinuxRenderTargets.cpp— 99 LOC — Platform render target helpers (Linux/macOS) for GraphicsEngine -
GraphicsEngineRHI.h— 63 LOC — Internal header for Linux RHI state shared across GraphicsEngine translation units -
GraphicsEngineSubmit.cpp— 151 LOC — Platform-agnostic ECS mesh draw submission for GraphicsEngine. -
GraphicsEngineTypes.h— 214 LOC — Enums, settings structs, and data-transfer types used by GraphicsEngine -
GraphicsEngineWindows.cpp— 389 LOC — Windows/D3D11 central rendering orchestrator for SparkEngine -
GraphicsEngineWindowsAccessors.cpp— 131 LOC — Windows/D3D11 system/state accessors for GraphicsEngine -
GraphicsEngineWindowsDeviceLost.cpp— 158 LOC — Windows/D3D11 device-lost recovery for GraphicsEngine -
GraphicsEngineWindowsDrawList.cpp— 211 LOC — Windows/D3D11 ECS mesh draw-list processing for GraphicsEngine -
GraphicsEngineWindowsFrame.cpp— 478 LOC — Windows/D3D11 per-frame rendering path for GraphicsEngine -
GraphicsEngineWindowsInit.cpp— 412 LOC — Windows/D3D11 windowed initialization for GraphicsEngine -
GraphicsRenderPipelines.cpp— 8 LOC — Rendering pipeline implementations — platform-split redirect -
GraphicsRenderPipelinesLinux.cpp— 423 LOC — Linux RHI-bridge rendering pipeline implementations -
GraphicsRenderPipelinesWindows.cpp— 273 LOC — D3D11 rendering pipeline implementations (Forward, Deferred, Forward+) -
GraphicsRenderPipelinesWindowsPasses.cpp— 396 LOC — D3D11 G-Buffer fill, lighting pass, frustum culling, and post-processing passes -
GraphicsStateAndSettings.cpp— 8 LOC — Graphics state, metrics, and settings — platform-split redirect -
GraphicsStateAndSettingsLinux.cpp— 365 LOC — Linux RHI-bridge graphics state management, metrics, and settings -
GraphicsStateAndSettingsWindows.cpp— 252 LOC — D3D11 graphics state management and metrics -
GraphicsStateAndSettingsWindowsResize.cpp— 207 LOC — D3D11 resize handling, statistics reset, and screenshot capture -
GraphicsStateAndSettingsWindowsSettings.cpp— 266 LOC — D3D11 graphics settings and configuration
-
HybridRTManager.cpp— 413 LOC — Hybrid ray tracing coordinator implementation -
HybridRTManager.h— 238 LOC — Hybrid ray tracing coordinator — Lumen-style SS → Software RT → Hardware RT -
HybridRTManagerExecute.cpp— 221 LOC — HybridRTManager per-frame execution: the Execute() backend dispatch -
HybridRTTypes.h— 163 LOC — Shared types for the hybrid ray tracing system -
ProbeSystem.cpp— 250 LOC — Irradiance probe grid management and compute dispatch -
ProbeSystem.h— 105 LOC — Irradiance probe grid for cached global illumination -
RTCompositor.cpp— 164 LOC — RT/SS result compositing with temporal accumulation -
RTCompositor.h— 83 LOC — Composites screen-space and ray-traced results with temporal accumulation -
RTMaterialAdapter.h— 69 LOC — Convert engine-side PBR material properties into the flat -
RTSceneFeeder.cpp— 129 LOC — ECS walker that populates HybridRTManager's triangle-mesh scene. -
RTSceneFeeder.h— 74 LOC — Utility that walks an ECS world and pushes every visible -
SDFSceneManager.cpp— 202 LOC — SDF scene management and SDFGI compute shader dispatch -
SDFSceneManager.h— 99 LOC — SDF scene representation and compute-based sphere tracing for software RT
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LODGenerator.cpp— 452 LOC — QEM mesh simplification and LOD chain generation -
LODGenerator.h— 169 LOC — Automatic LOD chain generation using quadric error metric simplification -
LightLayers.h— 130 LOC — Per-object light layer masking for selective lighting -
LightManager.h— 446 LOC — Light culling, tile binning, and shadow atlas management -
LightProbeSystem.cpp— 340 LOC — Light probe management with SH interpolation and GPU data packing -
LightProbeSystem.h— 188 LOC — Light probes with spherical harmonics encoding for indirect illumination -
LightingSystem.cpp— 8 LOC — Platform-split redirect -
LightingSystem.h— 477 LOC — Advanced lighting system with PBR support for Spark Engine -
LightingSystemInternal.cpp— 8 LOC — Platform-split redirect -
LightingSystemInternalLinux.cpp— 59 LOC — Linux implementation — split from LightingSystemInternal.cpp -
LightingSystemInternalWindows.cpp— 323 LOC — Windows/D3D11 implementation — split from LightingSystemInternal.cpp -
LightingSystemInternalWindowsCulling.cpp— 254 LOC — Windows/D3D11 light culling and shadow matrix math for LightingSystem -
LightingSystemInternalWindowsIBL.cpp— 385 LOC — Windows/D3D11 image-based lighting generation for LightingSystem -
LightingSystemInternalWindowsTypes.cpp— 105 LOC — Windows light/shadow type string conversions for LightingSystem -
LightingSystemLinux.cpp— 325 LOC — Linux implementation — split from LightingSystem.cpp -
LightingSystemLinuxTypes.cpp— 205 LOC — Linux Light class implementation and light/shadow type string conversions -
LightingSystemWindows.cpp— 467 LOC — Windows/D3D11 implementation — split from LightingSystem.cpp -
LightingSystemWindowsLightOps.cpp— 288 LOC — Windows light management and console operations for LightingSystem -
LightingSystemWindowsTypes.cpp— 146 LOC — Windows Light class implementation for LightingSystem -
LightmapBaker.h— 497 LOC — Offline lightmap baking system for pre-computed global illumination -
LineTrailRenderer.h— 138 LOC — World-space line rendering and trail effects -
MSDFTextRenderer.cpp— 476 LOC — MSDF text rendering implementation with instanced glyph quads -
MSDFTextRenderer.h— 241 LOC — Multi-channel Signed Distance Field text rendering system -
MakeDesc.h— 370 LOC — Zero-init factory functions for D3D11 descriptor structs -
MaterialConsoleEdit.cpp— 362 LOC — Console commands for material property editing, texture assignment, and hot-reload. -
MaterialConsoleOps.cpp— 862 LOC — Console commands for material inspection, listing, creation, deletion, and validation. -
MaterialDefinition.h— 536 LOC — Declarative material definition format (Filament/Ogre-Next-inspired) -
MaterialLoader.cpp— 258 LOC — Data-driven material loading from .sparkmat text files -
MaterialLoader.h— 110 LOC — Data-driven material loading from .sparkmat text files -
MaterialPropertyHandle.cpp— 82 LOC — Handle-based material uniform access — eliminates string lookups at runtime -
MaterialPropertyHandle.h— 152 LOC — Handle-based material uniform access eliminating runtime string lookups -
MaterialSystem.cpp— 486 LOC — Core MaterialSystem implementation — lifecycle, CRUD, texture loading, utilities -
MaterialSystem.h— 569 LOC — Advanced material system for AAA-quality rendering with PBR support -
MaterialSystemLinux.cpp— 151 LOC — Linux MaterialSystem methods — RHI-based stubs for texture/sampler/binding -
MaterialSystemWindows.cpp— 264 LOC — Windows/D3D11 MaterialSystem methods — texture loading, binding, samplers, GPU state -
MaterialTextureLoading.cpp— 184 LOC — WIC-based texture loading for the MaterialSystem (Windows only) -
Mesh.cpp— 8 LOC — Platform-split redirect -
Mesh.h— 242 LOC — 3D mesh management and primitive generation system (umbrella header) -
MeshClusterSystem.h— 824 LOC — Nanite-inspired mesh cluster hierarchy with GPU-driven rendering -
MeshLOD.cpp— 8 LOC — Platform-split redirect -
MeshLOD.h— 170 LOC — Mesh Level-of-Detail system with automatic generation and distance-based switching -
MeshLODLinux.cpp— 313 LOC — Linux implementation — split from MeshLOD.cpp -
MeshLODWindows.cpp— 363 LOC — Windows/D3D11 implementation — split from MeshLOD.cpp -
MeshLinux.cpp— 425 LOC — Linux implementation — split from Mesh.cpp -
MeshOptimizer.h— 474 LOC — Mesh optimization pipeline: vertex cache, overdraw, fetch, simplification, meshlets -
MeshShaderPipeline.cpp— 312 LOC — Mesh shader rendering pipeline implementation -
MeshShaderPipeline.h— 152 LOC — Mesh shader rendering pipeline for meshlet-based geometry -
MeshTypes.h— 83 LOC — Vertex, mesh data, and submesh structures for the mesh system -
MeshWindows.cpp— 388 LOC — Windows/D3D11 implementation — split from Mesh.cpp -
MeshWindowsPrimitives.cpp— 264 LOC — Procedural primitive generation for the Windows/D3D11 Mesh implementation -
ModelLoading.cpp— 255 LOC — Cross-platform model rendering helpers (BindMesh, BindMaterial, DrawBoundMesh) -
ModelLoadingLinux.cpp— 380 LOC — Linux model loading — split from ModelLoading.cpp -
ModelLoadingWindows.cpp— 75 LOC — Windows/D3D11 model loading — split from ModelLoading.cpp
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CpuNeuralInference.cpp— 358 LOC — SIMD-optimized CPU neural network inference implementation -
CpuNeuralInference.h— 130 LOC — SIMD-optimized CPU neural network inference -
CpuNeuralTraining.cpp— 466 LOC — CPU MLP training: backprop + SGD/Adam + MSE/L1/Huber losses -
CpuNeuralTraining.h— 218 LOC — CPU neural-network training: backprop + optimizers + losses -
NeuralFunctionApproximator.cpp— 166 LOC — Implementation of the learned CPU function facade -
NeuralFunctionApproximator.h— 207 LOC — Generic learned CPU function f: R^N → R^M for engine subsystems -
NeuralInference.cpp— 454 LOC — GPU neural network inference engine implementation -
NeuralInference.h— 179 LOC — Lightweight GPU neural network inference engine (compute shader-based) -
NeuralPostProcessing.cpp— 460 LOC — Neural denoiser and super-resolution implementation (CPU paths) -
NeuralPostProcessing.h— 159 LOC — Neural-enhanced denoiser and super-resolution post-processing -
NeuralRadianceCache.cpp— 285 LOC — Multi-resolution hash grid + MLP radiance cache implementation -
NeuralRadianceCache.h— 189 LOC — Multi-resolution hash grid + MLP for cached indirect lighting -
NeuralTextureCompressor.cpp— 389 LOC — Neural texture compression: CPU training + CPU/GPU decompression -
NeuralTextureCompressor.h— 162 LOC — Neural texture compression: encode textures as tiny MLPs per block -
NeuralTextureFormat.h— 70 LOC — .ntex binary file format for neural-compressed textures -
NeuralTypes.h— 126 LOC — Shared types for the neural rendering subsystem -
NeuralWeights.cpp— 236 LOC — .nnw file I/O for neural network weight serialization -
NeuralWeights.h— 119 LOC — Serialization and deserialization of neural network weights (.nnw format)
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OcclusionCulling.cpp— 360 LOC — Implementation of CPU software occlusion culling -
OcclusionCulling.h— 207 LOC — CPU software occlusion culling with a low-resolution depth buffer -
PBRMaterial.cpp— 456 LOC — Core PBR material state management -
PBRMaterialBinding.cpp— 531 LOC — Shader resource binding for PBR materials -
PBRMaterialLighting.cpp— 315 LOC — Platform-independent PBR material serialization and shader permutation logic -
PBRMaterialLightingLinux.cpp— 49 LOC — Linux Material::LoadFromFile and ReloadMaterial stubs -
PBRMaterialLightingWindows.cpp— 468 LOC — Windows/D3D11 Material::LoadFromFile and ReloadMaterial -
PCSSshadows.h— 273 LOC — Percentage-Closer Soft Shadows with variable penumbra -
ParticleSystem.cpp— 8 LOC — Platform-split redirect -
ParticleSystem.h— 265 LOC — GPU-friendly particle system for visual effects -
ParticleSystemLinux.cpp— 266 LOC — Linux ParticleSystem manager and console helpers — split from ParticleSystem.cpp. -
ParticleSystemLinuxEmitter.cpp— 324 LOC — Linux ParticleEmitter implementation — split from ParticleSystemLinux.cpp, -
ParticleSystemWindows.cpp— 294 LOC — Windows/D3D11 ParticleSystem manager and console helpers — split from ParticleSystem.cpp. -
ParticleSystemWindowsEmitter.cpp— 395 LOC — Windows/D3D11 ParticleEmitter implementation — split from ParticleSystemWindows.cpp, -
PersistentMaterialCB.h— 223 LOC — Persistent GPU material constant buffers (SRP Batcher pattern) -
PipelineStateCache.h— 401 LOC — Hash-based caching of D3D11 pipeline state objects -
PortalCulling.cpp— 296 LOC — Portal-based visibility culling — cell graph traversal and frustum narrowing -
PortalCulling.h— 267 LOC — Portal-based visibility culling for indoor/architectural scenes -
PostProcessingEffects.h— 17 LOC — Post-processing effect type definitions and settings structs -
PostProcessingPipeline.cpp— 1602 LOC -
PostProcessingPipeline.h— 449 LOC — Configurable post-processing effect chain with ordered passes -
PostProcessingPipelineWindows.cpp— 221 LOC — D3D11 GPU resource creation and effect-shader compilation -
PostProcessingPipelineWindowsPasses.cpp— 312 LOC — D3D11 per-pass GPU execution for the post-processing pipeline -
PostProcessingPipelineWindowsShadersAO.h— 172 LOC — Inline HLSL sources for the ambient-occlusion post-process pixel shaders -
PostProcessingPipelineWindowsShadersColor.h— 167 LOC — Inline HLSL sources for the color/HDR post-process pixel shaders -
PostProcessingPipelineWindowsShadersFilter.h— 166 LOC — Inline HLSL sources for the filtering post-process pixel shaders -
PostProcessingPipelineWindowsShadersLens.h— 188 LOC — Inline HLSL sources for the lens/camera post-process pixel shaders -
PostProcessingTypes.h— 304 LOC — Type definitions, enums, and settings structs for the post-processing pipeline -
ProjectAssetPath.cpp— 210 LOC — Canonical, project-confined asset path resolution implementation. -
ProjectAssetPath.h— 52 LOC — Canonical, project-confined asset path resolution for render-time loads.
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D3D11Device.cpp— 1543 LOC — DirectX 11 RHI backend implementation -
D3D11Device.h— 342 LOC — DirectX 11 implementation of the RHI device interface
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D3D12CommandList.cpp— 428 LOC — D3D12SwapChain and D3D12CommandList implementations -
D3D12Device.cpp— 1593 LOC — Complete DirectX 12 RHI backend implementation -
D3D12Device.h— 273 LOC — DirectX 12 implementation of the RHI device interface -
D3D12Types.h— 539 LOC — D3D12 type definitions, constants, and lightweight resource wrappers
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DXRSupport.cpp— 1115 LOC — DirectX Raytracing (DXR) implementation with full D3D12 pipeline -
DXRSupport.h— 272 LOC — DirectX Raytracing (DXR) support for ray-traced reflections, GI, and shadows -
DeferredDeletionQueue.h— 121 LOC — Frame-delayed GPU resource destruction queue
-
MetalDevice.h— 545 LOC — Apple Metal implementation of the RHI device interface -
MetalGoldenImageCapture.h— 93 LOC —IGoldenImageCapturethat reads back a Metal texture. -
MetalInterop.h— 22 LOC — C++-safe entry points for Objective-C++ Metal implementation details. -
MetalRayTracing.h— 241 LOC — Metal 2.4+ hardware ray-tracing backend for HybridRTManager. -
MetalTextureReadback.h— 55 LOC — CPU readback of an MTLTexture into an RGBA byte vector.
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NullRHIDevice.h— 376 LOC — Headless no-op RHI backend for testing and CI -
NullRHIResources.h— 167 LOC — Concrete stub IRHI* resource implementations for the headless backend
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OpenGLDevice.cpp— 2160 LOC — OpenGL 4.6 Core Profile RHI backend implementation -
OpenGLDevice.h— 438 LOC — OpenGL 4.6 Core Profile implementation of the RHI device interface
-
PipelineStateCache.cpp— 84 LOC — Immutable flyweight PSO cache implementation -
PipelineStateCache.h— 93 LOC — Immutable flyweight cache for pipeline state objects -
RHI.h— 41 LOC — Master include for the Rendering Hardware Interface -
RHIAdapter.cpp— 613 LOC — Implementation of the RHI adapter layer (R3.2 -- Route rendering through RHI) -
RHIAdapter.h— 414 LOC — Adapter layer that routes legacy GraphicsEngine calls through the RHI -
RHIBridge.cpp— 735 LOC — Implementation of the RHI bridge layer -
RHIBridge.h— 270 LOC — Integration bridge between the RHI abstraction and the existing GraphicsEngine -
RHIDevice.h— 184 LOC — Abstract Rendering Hardware Interface device -
RHIDeviceBase.h— 48 LOC — Shared base class for concrete IRHIDevice implementations. -
RHIFactory.cpp— 652 LOC — RHI factory and utility implementation -
RHIFactory.h— 208 LOC — Factory and utility functions for RHI backend selection -
RHIFormatUtils.h— 178 LOC — Shared format utility functions for all RHI backends -
RHIHandlePool.h— 239 LOC — Typed handle pool with generation counters for RHI resources (Filament/bgfx-inspired) -
RHIPipelineTypes.h— 219 LOC — Pipeline state types and advanced descriptors for the Rendering Hardware Interface -
RHIResources.h— 106 LOC — Abstract resource interfaces for the Rendering Hardware Interface -
RHITypes.h— 463 LOC — Core types and enumerations for the Rendering Hardware Interface -
RHIValidationLayer.cpp— 318 LOC — Implementation of the debug-only RHI validation layer -
RHIValidationLayer.h— 206 LOC — Debug-only validation decorator for RHI resource and state tracking -
TransientBufferAllocator.h— 240 LOC — Per-frame bump allocator for transient vertex/index data
-
VulkanCommandList.cpp— 682 LOC — VulkanSwapChain and VulkanCommandList implementations -
VulkanDescriptorCache.cpp— 260 LOC — Descriptor set layout caching and batched writes implementation -
VulkanDescriptorCache.h— 131 LOC — Descriptor set layout caching and batched descriptor writes -
VulkanDevice.cpp— 1991 LOC — Vulkan RHI backend implementation -
VulkanDevice.h— 538 LOC — Vulkan implementation of the RHI device interface -
VulkanFormatHelpers.cpp— 310 LOC — Vulkan format conversion utilities
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RTHandleSystem.h— 268 LOC — Scale-based render texture allocation with automatic resolution adaptation -
ReflectionProbeCache.h— 320 LOC — Cached reflection probe cubemaps with LRU eviction -
RenderCommandRing.h— 209 LOC — Thread-decoupled render command ring buffer -
RenderDevice.cpp— 262 LOC — Core GPU device and swap chain management for Direct3D 11 -
RenderDevice.h— 142 LOC — Thin wrapper around the RHI device and swap chain (R3.1 — Architecture Analysis) -
RenderGraph.h— 1427 LOC — Declarative render graph / frame graph system for SparkEngine (umbrella header)
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RenderGraphBuilder.cpp— 530 LOC — Implementation of StandardPipelineBuilder (R3.3 -- Activate RenderGraph pipeline) -
RenderGraphBuilder.h— 318 LOC — High-level helper that constructs a RenderGraph from the engine's -
RenderGraphExporter.cpp— 92 LOC — GraphViz .dot export for render graph visualization -
RenderGraphExporter.h— 39 LOC — Exports render graph as GraphViz .dot file for debugging -
TransientResourcePool.cpp— 199 LOC — Implementation of age-based transient GPU resource pooling -
TransientResourcePool.h— 151 LOC — Age-based transient GPU resource pooling for the render graph
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RenderGraphBlackboard.h— 145 LOC — Type-erased inter-pass data sharing for the render graph -
RenderGraphPass.h— 200 LOC — Render graph pass and builder classes -
RenderGraphTypes.h— 352 LOC — Resource descriptors, enums, and handles for the render graph system -
RenderPipeline.cpp— 439 LOC — Render graph-based pipeline that manages ordered render passes -
RenderPipeline.h— 182 LOC — Frame graph-based render pipeline (R3.1, R3.3 — Architecture Analysis) -
RenderTarget.cpp— 8 LOC — Platform-split redirect -
RenderTarget.h— 386 LOC — Advanced render target system for deferred rendering and post-processing -
RenderTargetConsole.cpp— 417 LOC — RenderTargetManager console integration and debug visualization -
RenderTargetLinux.cpp— 170 LOC — Linux implementation — split from RenderTarget.cpp -
RenderTargetManager.cpp— 8 LOC — Platform-split redirect -
RenderTargetManagerLinux.cpp— 299 LOC — Linux implementation — split from RenderTargetManager.cpp -
RenderTargetManagerWindows.cpp— 364 LOC — Windows/D3D11 implementation — split from RenderTargetManager.cpp -
RenderTargetPool.h— 401 LOC — Pooled transient render target management -
RenderTargetWindows.cpp— 402 LOC — Windows/D3D11 implementation — split from RenderTarget.cpp -
RenderTargetWindowsMulti.cpp— 123 LOC — Windows/D3D11 MultipleRenderTargets implementation — split from RenderTargetWindows.cpp -
SHLighting.h— 299 LOC — Spherical harmonics evaluation and BRDF LUT generation for IBL (Filament-inspired) -
SSAOTemporal.h— 234 LOC — Temporal denoising for SSAO with history reprojection -
SVGRenderer.h— 803 LOC — SVG path parsing, tessellation, and rendering to vertex buffers -
SceneRenderer.cpp— 243 LOC — High-level scene rendering: draw command submission, frustum culling, and sorting -
SceneRenderer.h— 198 LOC — ECS-based scene rendering — collects draw commands and feeds the pipeline (R3.1, R3.5) -
ScreenCapture.h— 376 LOC — Screenshot and frame sequence capture system -
ScreenSpaceEffects.cpp— 344 LOC — Implementation of screen-space rendering effects manager -
ScreenSpaceEffects.h— 339 LOC — Screen-space rendering effects: SSAO, SSR, screen-space shadows -
Shader.cpp— 8 LOC — Platform-split redirect -
Shader.h— 667 LOC — Advanced HLSL shader management with PBR, lighting, and console integration -
ShaderCompilation.cpp— 8 LOC — Platform-split redirect -
ShaderCompilationLinux.cpp— 462 LOC — Linux implementation — split from ShaderCompilation.cpp -
ShaderCompilationLinuxCompileOps.cpp— 222 LOC — Linux compile utilities — split from ShaderCompilationLinux.cpp -
ShaderCompilationLinuxInternal.h— 76 LOC — Shared Linux-only helpers for the ShaderCompilationLinux*.cpp split parts -
ShaderCompilationWindows.cpp— 467 LOC — Windows/D3D11 implementation — split from ShaderCompilation.cpp -
ShaderCompilationWindowsCompileOps.cpp— 303 LOC — Windows/D3D11 compile utilities — split from ShaderCompilationWindows.cpp -
ShaderConsoleOps.cpp— 482 LOC — Console integration methods for the Shader system -
ShaderCrossCompiler.h— 394 LOC — Shader cross-compilation pipeline for multi-backend RHI support -
ShaderDaemonBridge.cpp— 67 LOC — Implementation of the CompiledShaderBlob wire codec. -
ShaderDaemonBridge.h— 52 LOC — Translate between engineCompiledShaderBloband daemon opaque bytes. -
ShaderDiskCache.cpp— 311 LOC — Persistent shader disk cache implementation -
ShaderDiskCache.h— 156 LOC — Persistent on-disk shader compilation cache
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ShaderGraphCompiler.cpp— 394 LOC — Node graph to HLSL compilation — topological traversal + code emission -
ShaderGraphCompiler.h— 159 LOC — Compiles a material node graph into HLSL shader code (ezEngine-inspired)
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ShaderHotReload.cpp— 373 LOC — Shader hot-reload system and variant management -
ShaderHotReload.h— 549 LOC — Shader file watcher and hot-reload system -
ShaderLinux.cpp— 383 LOC — Linux implementation — split from Shader.cpp -
ShaderVariantSystem.h— 396 LOC — Shader variant keyword and stripping system -
ShaderWindows.cpp— 324 LOC — Windows/D3D11 implementation — split from Shader.cpp -
ShaderWindowsConstantBuffers.cpp— 204 LOC — Windows/D3D11 constant buffer management — split from ShaderWindows.cpp -
ShadowAtlas.cpp— 366 LOC — Implementation of priority-based shadow map atlas tile allocation -
ShadowAtlas.h— 138 LOC — Priority-based shadow map atlas for efficient shadow rendering -
ShadowAtlasTypes.h— 41 LOC — Type definitions for the shadow atlas system -
SkyAtmosphere.cpp— 437 LOC — Implementation of the Preetham analytical sky model -
SkyAtmosphere.h— 226 LOC — Sky and atmosphere rendering using a simplified Preetham sky model -
SlangShaderInterface.h— 317 LOC — Abstract interface for Slang shader compilation and reflection -
SpringArm.h— 79 LOC — Camera collision avoidance arm (spring arm / camera boom) -
TemporalEffects.h— 628 LOC — Temporal effects system: TAA, motion blur, temporal reprojection -
TemporalEffectsTypes.h— 348 LOC — Type definitions for temporal effects: enums, settings structs, jitter generation, frame history -
TemporalTypes.h— 338 LOC — Settings, enums, jitter generation, and helper types for temporal effects -
TerrainRenderer.cpp— 398 LOC — Engine-level terrain renderer — heightmap mesh generation and GPU rendering -
TerrainRenderer.h— 182 LOC — Engine-level terrain rendering for ECS TerrainComponent entities -
TextureCompressor.cpp— 491 LOC — GPU texture compression implementation -
TextureCompressor.h— 152 LOC — GPU texture compression pipeline (BC1/BC7/ASTC) -
TextureEviction.cpp— 419 LOC — Cache eviction and VRAM management: LRU scoring, eviction policy, -
TextureStreaming.cpp— 192 LOC — Async texture streaming: streaming queue, priority management, background -
TextureSystem.h— 449 LOC — Advanced texture loading and management system for Spark Engine -
TextureSystemLinux.cpp— 387 LOC — CPU-portable texture system logic (metadata, caching, format detection) -
TextureSystemLinuxTexture.cpp— 176 LOC — Texture class implementation for Linux (stb_image/tinyexr CPU-side image loading) -
TextureSystemWindows.cpp— 470 LOC — TextureSystem manager, console operations, and format utilities (Windows/D3D11) -
TextureSystemWindowsTexture.cpp— 303 LOC — Texture class implementation for Windows (D3D11 + WIC image loading) -
TonemapColorGrading.cpp— 541 LOC — Auto-exposure, tonemapping, and color grading implementation -
TonemapColorGrading.h— 203 LOC — Tonemapping, auto-exposure, and color grading post-processing -
UICompositor.h— 244 LOC — Compositor stack with pooled render targets for per-element UI effects -
UpscalingShaders.h— 690 LOC — Inline HLSL compute shader source strings for the upscaling system -
UpscalingSystem.cpp— 483 LOC — CPU-side upscaling utilities: Halton jitter, DLL detection, resolution calculation, mode/quality names -
UpscalingSystem.h— 656 LOC — Upscaling integration: FSR 1.0/2.0, DLSS, XeSS -
UpscalingSystemWindows.cpp— 441 LOC — GPU-side upscaling implementation: D3D11 resource creation, shader compilation, execute dispatches -
UpscalingSystemWindowsExecute.cpp— 194 LOC — Per-backend upscaling Execute dispatches (FSR1, FSR2, DLSS, XeSS, SparkSR) -
UpscalingSystemWindowsInternal.h— 30 LOC — Shared Windows-only UpscalingUtils declarations for the UpscalingSystemWindows*.cpp split parts -
UpscalingTypes.h— 352 LOC — Type definitions for the upscaling system: enums, structs, constants -
VRAMBudgetMonitor.cpp— 169 LOC — GPU memory budget monitoring implementation -
VRAMBudgetMonitor.h— 109 LOC — GPU memory budget monitoring via DXGI adapter queries -
VirtualTexture.cpp— 290 LOC — Implementation of virtual texture page cache management -
VirtualTexture.h— 150 LOC — Virtual texturing with feedback-driven page streaming -
VolumeSystem.h— 509 LOC — Spatial parameter blending system (Unity-inspired Volume framework) -
VolumetricClouds.cpp— 485 LOC — CPU reference / GPU feeder for the volumetric cloud layer -
VolumetricClouds.h— 218 LOC — Ray-marched volumetric cloud system with procedural noise coverage -
VoxelConeTracing.h— 475 LOC — Voxel Cone Traced Global Illumination (VCTGI) for D3D11 -
WaterRenderer.cpp— 405 LOC — Implementation of Gerstner wave water surface simulation -
WaterRenderer.h— 269 LOC — Water surface rendering with Gerstner wave simulation -
WeatherSystem.h— 479 LOC — Dynamic weather simulation with rain, snow, fog, and storm effects -
WorldBasicRenderer.cpp— 477 LOC -
WorldBasicRenderer.h— 71 LOC — Per-path cache of device-loaded meshes for generic ECS rendering.
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GamepadInput.cpp— 444 LOC -
GamepadInput.h— 484 LOC — Xbox controller / gamepad input support via XInput -
InputActionSystem.h— 530 LOC — Data-driven input action system with rebindable controls -
InputBindings.cpp— 293 LOC — Implementation of the input binding, preset, and accessibility system -
InputBindings.h— 236 LOC — Runtime input rebinding, presets, and accessibility features -
InputManager.cpp— 971 LOC — Input handling implementation — shared logic + platform-specific backends -
InputManager.h— 475 LOC — Comprehensive input handling system with console integration -
InputTypes.h— 19 LOC — Shared input type definitions -
PlatformInput.h— 501 LOC — Cross-platform input abstraction with action mapping and backend factory
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CharacterController.cpp— 242 LOC — Jolt CharacterVirtual wrapper implementation -
CharacterController.h— 161 LOC — Jolt CharacterVirtual wrapper for game character movement -
ClothSimulation.cpp— 372 LOC — Implementation of the position-based cloth and soft body simulation -
ClothSimulation.h— 268 LOC — Position-based cloth and soft body simulation -
CollisionSystem.cpp— 710 LOC -
CollisionSystem.h— 438 LOC — Comprehensive 3D collision detection and physics system -
IPhysicsBackend.h— 157 LOC — Abstract physics backend interface for swappable physics engines -
JoltWarningRestore.h— 39 LOC — Re-enables important compiler warnings after JPH_SUPPRESS_WARNINGS -
PhysicsBody.h— 203 LOC — PhysicsBody and PhysicsConstraint wrapper classes -
PhysicsBodyImpl.cpp— 556 LOC — PhysicsBody and PhysicsConstraint method implementations -
PhysicsConsoleOps.cpp— 376 LOC — Console integration methods for PhysicsSystem -
PhysicsConstraints.cpp— 581 LOC — Constraint creation and removal for PhysicsSystem -
PhysicsDebugRenderer.cpp— 34 LOC — Debug visualization data collector for Jolt Physics -
PhysicsDebugRenderer.h— 80 LOC — Debug visualization for Jolt Physics -
PhysicsMotorControl.cpp— 104 LOC — Constraint motor control and removal for PhysicsSystem -
PhysicsShapeFactory.cpp— 376 LOC — Collision shape creation for Jolt Physics -
PhysicsSpatialQueries.cpp— 237 LOC — Raycasting and overlap queries for PhysicsSystem -
PhysicsSpatialQueriesCasts.cpp— 144 LOC — Shape cast (sweep) tests for PhysicsSystem -
PhysicsSpatialQueriesFiltered.cpp— 212 LOC — Layer-mask filtered raycast and overlap queries for PhysicsSystem -
PhysicsSpatialQueriesInternal.h— 75 LOC — Shared internal helpers for the PhysicsSystem spatial-query translation units -
PhysicsSystem.cpp— 823 LOC — Core PhysicsSystem lifecycle, simulation loop, and collision processing -
PhysicsSystem.h— 797 LOC — PhysicsSystem class and umbrella include for the physics subsystem -
PhysicsSystemQueries.cpp— 742 LOC — Body lifecycle, debug rendering, materials, metrics, buoyancy, state -
PhysicsSystemStub.cpp— 871 LOC — No-op implementation of PhysicsSystem when Jolt Physics is unavailable. -
PhysicsTypes.h— 828 LOC — Physics type definitions, enums, descriptors, and utility functions. -
RagdollSystem.cpp— 210 LOC — Jolt ragdoll wrapper implementation -
RagdollSystem.h— 148 LOC — Jolt ragdoll wrapper for physics-driven skeletal animation -
SoftBodyPhysics.cpp— 377 LOC — Jolt soft body wrapper implementation -
SoftBodyPhysics.h— 199 LOC — Jolt soft body wrapper for cloth, ropes, and deformable objects -
VehiclePhysics.cpp— 333 LOC — Jolt vehicle physics wrapper implementation -
VehiclePhysics.h— 121 LOC — Jolt vehicle physics wrapper for wheeled, tracked, and motorcycle vehicles
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ReflectedSceneSerializer.cpp— 310 LOC -
ReflectedSceneSerializer.h— 23 LOC — Reflection-driven JSON scene serialization for World objects. -
SceneConfigDatabase.h— 162 LOC — Per-scene configuration override database -
SceneManager.cpp— 917 LOC -
SceneManager.h— 600 LOC — Scene management with serialization, hierarchy, and prefab support -
SceneManagerTypes.h— 229 LOC — Type definitions, enums, and structs used by SceneManager
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SparkPCH.h— 68 LOC — Precompiled header for SparkEngine (R9.2 — Architecture Analysis)
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AlignedHeapArray.h— 212 LOC — SIMD-aligned heap arrays with move semantics -
AngleUtils.h— 85 LOC — Constexpr angle arithmetic helpers (normalize, delta, lerp) -
Assert.cpp— 354 LOC — Implementation of assertion failure handlers with optional suppression -
Assert.h— 369 LOC — Comprehensive assertion and verification macro system for Spark Engine -
AssetServiceClient.cpp— 99 LOC — Implementation of the typed Asset service client wrapper. -
AssetServiceClient.h— 74 LOC — Engine-side wrapper for the SparkDaemon Asset service. -
AssetServiceProtocol.h— 230 LOC — Wire format for the SparkDaemon Asset service (ServiceId::Asset). -
AssetStallDetector.cpp— 196 LOC — Asset loading stall detection — timeout tracking and queue monitoring -
AssetStallDetector.h— 152 LOC — Monitors asset loading pipeline for stalled or excessively slow requests -
AtomicSharedPtr.h— 113 LOC — Lock-free atomic shared pointer wrapper -
BenchmarkFramework.cpp— 238 LOC -
BenchmarkFramework.h— 124 LOC — Performance regression benchmark framework with baseline comparison -
BenchmarkFrameworkBaseline.cpp— 298 LOC — Baseline persistence and regression comparison for BenchmarkFramework -
BitFlags.h— 167 LOC — Type-safe bitwise operations for enum class flags -
BitUtils.h— 111 LOC — Constexpr bit manipulation utilities wrapping C++20 -
CacheDebugger.h— 402 LOC — Generic cache performance tracking and efficiency analysis -
ChromeTracing.h— 212 LOC — Chrome tracing (chrome://tracing) JSON exporter -
ColorUtils.h— 310 LOC — Color manipulation utilities for Spark Engine -
CompressionUtils.cpp— 165 LOC — Unified compression implementation dispatching to miniz and zstd -
CompressionUtils.h— 56 LOC — Unified compression API supporting multiple algorithms (miniz deflate, zstd) -
ConfigParser.cpp— 33 LOC — Out-of-line ConfigParser methods that depend on LocalFileCache -
ConfigParser.h— 323 LOC — INI-style configuration file parser -
ConsoleProcessManager.cpp— 497 LOC — ConsoleProcessManager — manages the external SparkConsole subprocess. -
ConsoleProcessManager.h— 123 LOC — Launches and communicates with the external SparkConsole subprocess via pipes. -
ConsoleProcessManagerLinux.cpp— 8 LOC — Formerly the Linux/macOS implementation of ConsoleProcessManager. -
ConsoleProcessManagerStub.cpp— 8 LOC — Formerly the unsupported-platform stub for ConsoleProcessManager. -
ConsoleProcessManagerWin32.cpp— 8 LOC — Formerly the Windows implementation of ConsoleProcessManager. -
ConsoleSink.cpp— 82 LOC — Logger-to-SimpleConsole bridge implementation -
ConsoleSink.h— 55 LOC — Logger sink that bridges the unified Logger to SimpleConsole -
ConsoleVariable.h— 457 LOC — Typed Console Variable (CVar) system for runtime configuration -
ContainerUtils.h— 130 LOC — Safe container lookup and mutation helpers -
Cooldown.h— 200 LOC — Reusable cooldown timer for gameplay, AI, and ability systems -
CpuDebugger.h— 455 LOC — Per-section CPU timing with statistical analysis and hotspot detection -
CrashHandler.cpp— 1469 LOC -
CrashHandler.h— 118 LOC — Unhandled-exception crash handler with minidump generation and upload -
CrashHandlerStub.cpp— 28 LOC — No-op fallbacks for CrashHandler when CrashHandler.cpp is excluded -
CrashReportUploader.cpp— 1214 LOC — GitHub crash report upload implementation (extracted from CrashHandler) -
CrashReportUploader.h— 136 LOC — Multi-backend crash report upload (GitHub, Dropbox, FTP, HTTP, proxy) -
D3DUtils.cpp— 92 LOC -
D3DUtils.h— 90 LOC — Global DirectX 11 device, context, and swap chain accessors -
DaemonClient.cpp— 269 LOC — Implementation of DaemonClient — connect, send, receive. -
DaemonClient.h— 113 LOC — Engine-side client for the SparkDaemon IPC foundation (Phase 1). -
DaemonConnection.cpp— 76 LOC — Implementation of the process-wide DaemonConnection singleton. -
DaemonConnection.h— 88 LOC — Process-wide accessor for the engine's DaemonClient. -
DaemonDiagnostics.cpp— 164 LOC — Implementation of the daemon stats formatter (see header). -
DaemonDiagnostics.h— 79 LOC — Human-readable formatter for the SparkDaemon state. -
DaemonFraming.h— 309 LOC — Shared low-level framing helpers for SparkDaemon IPC. -
DaemonLifecycle.cpp— 499 LOC — Engine-side startup/shutdown glue for SparkDaemon (see header). -
DaemonLifecycle.h— 45 LOC — Engine-side startup/shutdown glue for the SparkDaemon IPC layer. -
DaemonProtocol.h— 226 LOC — Wire format and shared constants for SparkDaemon IPC. -
DeadlockDetector.cpp— 265 LOC — Wait-for graph deadlock detection implementation -
DeadlockDetector.h— 198 LOC — Debug-mode deadlock detection via wait-for graph analysis -
DebugDraw.h— 496 LOC — 3D debug shape rendering system for runtime visualization -
DebugHookManager.cpp— 228 LOC — Implementation of the project-wide debugging hook system -
DebugHookManager.h— 447 LOC — Project-wide debugging hook system for engine instrumentation -
DebugOverlay.h— 413 LOC — Lightweight in-game debug HUD overlay -
DeferredDeletion.h— 96 LOC — Collect-now, process-later deferred queue for end-of-frame deletion -
Delegate.h— 112 LOC — Lightweight multicast delegate for local one-to-many callbacks -
DeltaSmoother.h— 115 LOC — Frame time smoothing to reduce jitter in game systems -
EntityEventBus.h— 333 LOC — Per-entity event dispatch (O3DE ById-inspired) -
EventBus.h— 337 LOC — Type-safe publish/subscribe event bus with RAII subscription handles -
Expected.h— 116 LOC — Feature-test bridge for std::expected (C++23). -
FileLogger.h— 449 LOC — File-based logging system integrated with SparkError -
FileUtils.cpp— 3 LOC -
FileUtils.h— 277 LOC — File I/O and path manipulation utilities
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FileWatcher.h— 463 LOC — File and directory change notification system
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FrameAllocator.h— 170 LOC — Per-frame linear (bump) allocator -
FrameInspector.h— 409 LOC — Frame stepping and state inspection tool -
FreezeDetector.cpp— 297 LOC — Watchdog thread implementation for main-loop freeze detection and recovery -
FreezeDetector.h— 205 LOC — Watchdog thread that detects main-loop freezes and attempts recovery -
GPUPerfCounters.h— 250 LOC — Categorized GPU performance counter tracking -
GPUResourceLeakDetector.cpp— 254 LOC — GPU resource lifecycle tracking — leak detection and budget monitoring -
GPUResourceLeakDetector.h— 162 LOC — Tracks GPU resource lifecycle to detect leaks and budget violations -
GPUStallProfiler.h— 237 LOC — CPU-GPU timeline analysis and bottleneck detection -
GameplayDebugger.h— 405 LOC — Structured in-world gameplay debugging with category-based visualization -
GoldenImageTest.h— 559 LOC — Golden image / screenshot regression testing framework -
Hash.h— 50 LOC — Compile-time and runtime hash utilities for strings and composite keys -
HashCombine.h— 61 LOC — Hash-combining helpers for building composite hash values -
HashFNV1a.h— 195 LOC — FNV-1a hashing (32-bit and 64-bit) with constexpr support and hash literals -
HashTransparentString.h— 66 LOC — Transparent string hash/equality functors for heterogeneous map lookup -
HitchDetector.cpp— 227 LOC — Frame hitch detection — rolling average analysis and spike classification -
HitchDetector.h— 144 LOC — Detects frame-time spikes (micro-stutters) above rolling average thresholds -
IODebugger.h— 407 LOC — File I/O operation tracking, bandwidth analysis, and bottleneck detection -
InGameConsole.h— 507 LOC — In-game developer console overlay (Quake-style drop-down console) -
InvalidStateDetector.cpp— 550 LOC — Runtime detection of impossible/contradictory ECS component state combinations -
InvalidStateDetector.h— 193 LOC — Runtime detection of impossible/contradictory ECS component state combinations -
JobSystem.h— 285 LOC — Simple thread pool for parallel work dispatch -
JsonUtils.h— 1087 LOC — Minimal self-contained JSON parser and serializer -
LocalFileCache.h— 451 LOC — In-memory file cache with LRU eviction for local file I/O -
LockFreeRingAllocator.h— 155 LOC — Lock-free ring buffer allocator for producer-consumer patterns -
LogMacros.h— 210 LOC — Unified logging macros for Spark Engine -
Logger.cpp— 645 LOC — Unified logging system implementation -
Logger.h— 586 LOC — Unified logging system for Spark Engine -
MathUtils.cpp— 247 LOC -
MathUtils.h— 504 LOC — Mathematics utility library for Spark Engine -
MathUtilsExtended.cpp— 164 LOC -
MathUtilsExtended.h— 276 LOC — Extended mathematics utilities for Spark Engine -
MemoryDebugger.h— 458 LOC — Memory leak detection, allocation tracking, and corruption detection -
MemoryMonitor.cpp— 687 LOC — Proactive runtime memory health monitoring implementation -
MemoryMonitor.h— 288 LOC — Proactive runtime memory health monitoring and anomaly detection -
MultiISA.h— 152 LOC — Multi-ISA function dispatch for CPU hot paths -
NetworkHealthMonitor.cpp— 292 LOC — Network health monitoring — RTT/loss tracking and health state classification -
NetworkHealthMonitor.h— 176 LOC — Monitors network connection quality with health state classification -
ObjectPool.h— 154 LOC — Fixed-capacity object pool with optional thread safety -
Octree.h— 535 LOC — Loose octree for spatial partitioning and fast broad-phase queries -
OpaqueHandle.h— 117 LOC — Type-safe opaque handle wrapper for subsystem-managed pointers -
PasswordHash.cpp— 345 LOC — Self-contained SHA-256, HMAC-SHA256, and PBKDF2 password hashing. -
PasswordHash.h— 25 LOC — Portable PBKDF2-HMAC-SHA256 password hashing helpers. -
PerformanceStats.h— 331 LOC — Real-time performance monitoring and statistics collection -
Process.h— 160 LOC — Cross-platform subprocess spawning with optional stdin/stdout/stderr piping. -
ProcessLinux.cpp— 490 LOC — Linux/macOS implementation of Spark::Process -
ProcessPipeBuffer.h— 48 LOC — Bounded buffering policy shared by platform Process implementations. -
ProcessStub.cpp— 107 LOC — Fallback stubs for platforms without subprocess support. -
ProcessWin32.cpp— 145 LOC — Windows implementation of Spark::Process -
ProcessWin32Internal.h— 130 LOC — Shared Windows-only Process::Impl definition for the ProcessWin32*.cpp split parts -
ProcessWin32JobPolicy.h— 23 LOC — Testable lifetime policy for Win32 child-process job assignment. -
ProcessWin32Launch.cpp— 329 LOC — Windows implementation of Spark::Process::Builder (configuration and launch) -
ProfileProperties.cpp— 118 LOC — Implementation of frame-resetting typed profile properties -
ProfileProperties.h— 126 LOC — Typed profile properties that auto-reset each frame -
Profiler.cpp— 457 LOC — Frame profiling and performance analysis implementation -
Profiler.h— 355 LOC — Frame profiling and performance analysis system -
Quantization.cpp— 184 LOC — Shared implementations of smallest-three 48-bit quaternion packing -
Quantization.h— 58 LOC — Low-precision packing for transforms: smallest-three 48-bit quaternions -
RandomEngine.h— 263 LOC — Thread-safe random number generation with modern C++ distributions -
Result.h— 151 LOC — Type-safe error handling via Result -
RingBuffer.h— 188 LOC — Generic fixed-size and dynamic ring buffer templates -
ScheduledCallback.h— 189 LOC — Time-delayed and repeating callback scheduler -
ScopeGuard.h— 285 LOC — RAII scope-exit guards that execute cleanup code on scope exit -
ScopedTimer.h— 103 LOC — RAII-based scoped timing utility for quick performance measurements -
SecureMemory.h— 119 LOC — Small, portable helpers for promptly erasing live credential buffers. -
SecureRandom.cpp— 88 LOC — Operating-system-backed cryptographic random byte generation. -
SecureRandom.h— 17 LOC — Operating-system-backed cryptographic random byte generation. -
Serializer.h— 349 LOC — Lightweight binary serialization and deserialization utilities -
ShaderServiceClient.cpp— 86 LOC — Implementation of the typed Shader service client wrapper. -
ShaderServiceClient.h— 71 LOC — Engine-side wrapper for the SparkDaemon Shader service. -
ShaderServiceProtocol.h— 194 LOC — Wire format for the SparkDaemon Shader service (ServiceId::Shader). -
SparkConsole.cpp— 747 LOC -
SparkConsole.h— 220 LOC — Thread-safe in-engine log sink and command registry -
SparkError.h— 465 LOC — Comprehensive error handling, bounds checking, and verbose diagnostics for Spark Engine -
SplineMath.cpp— 140 LOC — Implementation of static spline math utility functions -
SplineMath.h— 155 LOC — Static spline math utility functions for Spark Engine -
SplinePath.cpp— 358 LOC — Implementation of SplinePath — reusable spline path evaluation -
SplinePath.h— 156 LOC — Reusable spline path class for Spark Engine -
StackTrace.h— 364 LOC — Portable stack trace capture utility for diagnostics and logging -
StateMachine.h— 296 LOC — Generic template-based finite state machine with enter/update/exit callbacks -
StringPool.h— 160 LOC — String interning for O(1) equality comparison of repeated names -
StringUtils.h— 290 LOC — String manipulation utilities for Spark Engine -
Telemetry.h— 548 LOC — Runtime telemetry and analytics with privacy-first design -
ThreadDebugger.h— 498 LOC — Thread lifecycle tracking, mutex contention monitoring, and deadlock detection -
ThreadSafeQueue.h— 153 LOC — Lock-based thread-safe queue for producer/consumer patterns -
Timer.cpp— 70 LOC -
Timer.h— 118 LOC — High-precision timing system for frame rate and delta time calculation -
TimerManager.h— 324 LOC — Centralized gameplay timer service with named timers -
TinyObjImpl.cpp— 14 LOC -
Tween.h— 455 LOC — Tweening and easing library for smooth property interpolation -
TypeTraits.h— 283 LOC — C++23 concept shorthands and compile-time type utilities -
UUID.h— 122 LOC — Lightweight unique identifier generation -
Validate.h— 523 LOC — Project-wide validation, defensive programming, and diagnostic logging utilities -
VersionedHandle.h— 157 LOC — Generational index handle for detecting stale references -
WineDetection.cpp— 255 LOC — Wine runtime detection viantdll.dll::wine_get_version, and -
WineDetection.h— 101 LOC — Detect whether a Windows build is running under Wine (and whether -
WorkSema.h— 122 LOC — Spin-before-sleep work queue semaphore
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EventTypes.h— 28 LOC — Event system usage guide and forward declarations for game modules -
IEngineContext.h— 332 LOC — Service locator interface for accessing engine subsystems -
ILogger.h— 71 LOC — Logging interface for game modules -
IModule.h— 186 LOC — Module interface for dynamically loaded game/gameplay modules -
InputTypes.h— 94 LOC — Input type definitions for game modules -
MathTypes.h— 113 LOC — Common math type definitions for game modules -
ModuleABI.h— 201 LOC — Pre-instantiation compatibility contract for dynamic Spark modules -
ModuleDllMain.h— 121 LOC — Standard DllMain entry point for Spark module DLLs. -
ModuleRegistry.h— 64 LOC — Helper macros for implementing and exporting modules -
ModuleRuntimeInjection.h— 20 LOC — Public declaration for the module-local runtime injection bridge. -
PluginABI.h— 185 LOC — Stable, versioned C ABI for tooling and runtime plugins. -
ServiceInterfaces.h— 46 LOC — Thin service interfaces for context-driven dependency injection. -
SparkExport.h— 42 LOC — DLL export/import macros for the Spark Engine module system -
SparkSDK.h— 29 LOC — Master include for the Spark Engine SDK -
Version.h— 51 LOC — SparkEngine SDK version information and compatibility checks
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main.cpp— 588 LOC — SparkShaderCompiler - Standalone offline shader compilation tool
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GatewayTopologyProbe.cpp— 198 LOC — Black-box client for the production SparkGateway local ingress API.
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CompatibleModule.cpp— 69 LOC -
MismatchedModule.cpp— 82 LOC -
SiblingDependency.cpp— 12 LOC -
SiblingDependentModule.cpp— 28 LOC
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ForwardMinorPlugin.cpp— 56 LOC -
ValidPlugin.cpp— 92 LOC
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TestSubsystemIntegrationScenarios.cpp— 532 LOC — Integration scenarios that boot real engine subsystems and validate cross-system behavior.
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main.cpp— 42 LOC -
module_header_smoke.cpp— 7 LOC
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DebugHookTeardownProbe.cpp— 15 LOC — Process-boundary regression probe for debug-hook static lifetime.
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TestAIBehaviorTree.cpp— 284 LOC -
TestAIBudgetLimiter.cpp— 50 LOC -
TestAIDebugRenderer.cpp— 187 LOC -
TestAIDebugRendererPhaseDD.cpp— 142 LOC — Phase DD Theme 3D tests for Spark::AI::AIDebugRenderer -
TestAIDebugRendererReal.cpp— 102 LOC — Real-class tests for Spark::AI::AIDebugRenderer and DebugDrawOptions -
TestAIDirector.cpp— 91 LOC -
TestAIDirectorPhaseII.cpp— 94 LOC — Phase II Theme 3D tests for Spark::AI::AIDirector -
TestAIIntegratedSystem.cpp— 167 LOC — Real-class tests for Spark::AI::AIIntegratedSystem after its -
TestAIStress.cpp— 822 LOC -
TestAbilitySystem.cpp— 730 LOC -
TestAbilitySystemReal.cpp— 144 LOC — Real-class tests for Spark::Gameplay::AbilitySystem (registration/query API) -
TestAccessibility.cpp— 262 LOC -
TestAchievementSystem.cpp— 218 LOC -
TestAchievementSystemReal.cpp— 146 LOC — Real-class tests for Spark::Gameplay::AchievementSystem -
TestAdvancedAssetPipeline.cpp— 354 LOC — Production-linked completion, cancellation, and fail-closed tests. -
TestAdversarialEngine.cpp— 1801 LOC -
TestAlignedHeapArray.cpp— 160 LOC — Tests for SIMD-aligned heap memory arrays -
TestAlignedHeapArrayReal.cpp— 66 LOC — Real-class tests for Spark::FixedHeapArray and DynamicHeapArray -
TestAngelScriptEngine.cpp— 487 LOC -
TestAngleUtils.cpp— 129 LOC -
TestAngleUtilsReal.cpp— 62 LOC — Real-class tests for Spark::AngleUtils (replacing fake-coverage TestAngleUtils.cpp) -
TestAnimNotify.cpp— 177 LOC -
TestAnimationCompression.cpp— 226 LOC -
TestAnimationCompressionReal.cpp— 82 LOC — Real-class tests for Spark::Animation::AnimationCompressor -
TestAnimationPhysicsIntegration.cpp— 148 LOC — Integration tests for animation + physics interaction patterns -
TestAnimationRetargeting.cpp— 162 LOC — Tests for Spark::Animation::AnimationRetargeting -
TestAnimationStress.cpp— 583 LOC -
TestAnimationSystem.cpp— 895 LOC -
TestAreaAssetLoader.cpp— 468 LOC -
TestAreaSimulationHook.cpp— 123 LOC — Tests for the AreaServer IAreaSimulation plug-in hook -
TestAssertSuppression.cpp— 138 LOC -
TestAssertSuppressionReal.cpp— 103 LOC — Real-class tests for Assert.h suppression API -
TestAssetDatabase.cpp— 213 LOC -
TestAssetDependencyGraph.cpp— 411 LOC -
TestAssetMigration.cpp— 247 LOC -
TestAssetMigrationPhaseEE.cpp— 131 LOC — Phase EE Theme 3D tests for Spark::AssetMigrationRegistry -
TestAssetPipelineCache.cpp— 490 LOC — Tests for AssetPipeline: LRU cache eviction, memory budget management, -
TestAssetPipelineIntegration.cpp— 201 LOC — Integration tests for AssetPipeline lifecycle, cache, and asset type detection -
TestAssetPipelineReal.cpp— 220 LOC — Real-class tests for AssetPipeline types and AssetCache -
TestAssetServiceClient.cpp— 459 LOC — Loopback + persistence tests for the Phase 3a Asset service. -
TestAssetStallDetector.cpp— 312 LOC — Tests for the AssetStallDetector loading pipeline monitor -
TestAssetValidator.cpp— 149 LOC -
TestAsyncComputeScheduler.cpp— 194 LOC -
TestAsyncComputeSchedulerPhaseCC.cpp— 186 LOC — Phase CC Theme 3D tests for Spark::Graphics::AsyncComputeScheduler -
TestAsyncDatabase.cpp— 383 LOC -
TestAsyncDatabaseRegressions.cpp— 122 LOC -
TestAtomicSharedPtr.cpp— 127 LOC -
TestAtomicSharedPtrReal.cpp— 95 LOC — Real-class tests for Spark::AtomicSharedPtr -
TestAudioBackendFactory.cpp— 102 LOC — Verifies platform-specific audio backend selection -
TestAudioEngine.cpp— 478 LOC -
TestAudioMixerBus.cpp— 523 LOC — Tests for AudioMixer: bus hierarchy, volume cascading, mute/solo, -
TestAutoLODPerformance.cpp— 159 LOC -
TestBVHAccelerator.cpp— 255 LOC — Phase L — tests for the BVHAccelerator orphan -
TestBehaviorTreeNodes.cpp— 247 LOC -
TestBenchmarkFramework.cpp— 364 LOC — Get a cross-platform temporary file path for tests -
TestBitFlags.cpp— 131 LOC -
TestBitFlagsReal.cpp— 67 LOC — Real-class tests for Spark::BitFlags -
TestBitUtils.cpp— 131 LOC -
TestBitUtilsReal.cpp— 99 LOC — Real-class tests for Spark::BitUtils (replacing fake-coverage TestBitUtils.cpp) -
TestBlendSpace.cpp— 161 LOC -
TestBlendSpaceReal.cpp— 61 LOC — Real-class tests for Spark::Animation::BlendSpace2D -
TestCSGEditorPanel.cpp— 282 LOC -
TestCSGSystem.cpp— 158 LOC -
TestCacheDebuggerPhaseFF.cpp— 126 LOC — Phase FF Theme 3D tests for Spark::CacheDebugger -
TestCachedShadowAtlas.cpp— 275 LOC — Phase M — CPU reference tests for CachedShadowAtlas -
TestCameraInterpolation.cpp— 198 LOC -
TestCameraTransforms.cpp— 612 LOC — Tests for SparkEngineCamera: pitch clamping, matrix updates, -
TestChromeTracing.cpp— 83 LOC — Tests for Spark::ChromeTracing profiler -
TestClientPrediction.cpp— 301 LOC — Tests for Spark::ClientPrediction -
TestClothSimulation.cpp— 196 LOC — Tests for Spark::Physics::ClothSimulation -
TestClusteredLightGPU.cpp— 143 LOC -
TestCollaborativeEditing.cpp— 539 LOC — Tests for the collaborative editing system -
TestCollisionAvoidance.cpp— 216 LOC -
TestCollisionLayers.cpp— 184 LOC -
TestCollisionSystem.cpp— 270 LOC -
TestColorUtils.cpp— 149 LOC -
TestColorUtilsReal.cpp— 60 LOC — Real-class tests for Spark::ColorUtils namespace -
TestCommandHistory.cpp— 312 LOC — Tests for the editor undo/redo command system -
TestCommonMath.h— 78 LOC — Shared math types and comparison macros for test files -
TestCompressionUtils.cpp— 90 LOC -
TestCompressionUtilsReal.cpp— 78 LOC — Real-class tests for Spark::CompressionUtils functions -
TestConditionSystem.cpp— 528 LOC -
TestConfigParser.cpp— 219 LOC -
TestConfigParserReal.cpp— 112 LOC — Real-class tests for Spark::ConfigParser -
TestConnectionScope.cpp— 285 LOC -
TestConnectionScopeFilter.cpp— 78 LOC -
TestConnectionScopeWiring.cpp— 167 LOC — Verifies that NetworkManager and ConnectionScopeFilter are wired together -
TestConnectionTimeout.cpp— 194 LOC — Tests for connection timeout detection, RTT estimation, and -
TestConsoleRBAC.cpp— 375 LOC -
TestConsoleVariables.cpp— 567 LOC — Tests for ConsoleVariable: CVar registration, type parsing, -
TestConstantBufferDiff.cpp— 158 LOC — Tests for content-diff constant buffer upload skipping -
TestConstantBufferDiffReal.cpp— 120 LOC — Real-class tests for Spark::Graphics::ConstantBufferDiffManager -
TestConstantBufferRing.cpp— 109 LOC — Phase N — tests for the ConstantBufferRing orphan -
TestContainerUtils.cpp— 140 LOC -
TestContainerUtilsReal.cpp— 104 LOC — Real-class tests for Spark::ContainerUtils helpers -
TestContracts.cpp— 68 LOC — Tests for C++26 contract bridge macros (Contracts.h) -
TestCooldown.cpp— 110 LOC -
TestCooldownReal.cpp— 81 LOC — Real-class tests for Spark::Cooldown and RepeatTimer -
TestCoreAndBuildSystems.cpp— 480 LOC — Tests for untested core, build, and mobile subsystems -
TestCoroutineScheduler.cpp— 336 LOC — Tests for the gameplay coroutine/task scheduler -
TestCoverSystem.cpp— 191 LOC -
TestCoverSystemReal.cpp— 77 LOC — Real-class tests for Spark::AI::CoverSystem -
TestCoverageAI.cpp— 300 LOC — Deterministic real-class coverage for production AI subsystems. -
TestCoverageCamera.cpp— 192 LOC — Production coverage for SparkEngineCamera behavior and console controls. -
TestCoverageScripting.cpp— 377 LOC — Production coverage for script hot reload, sandbox diagnostics, and visual compilation. -
TestCpuDebuggerPhaseGG.cpp— 100 LOC — Phase GG Theme 3D tests for Spark::CpuDebugger -
TestCpuNeuralInference.cpp— 389 LOC — Tests for SIMD-optimized CPU neural inference -
TestCpuNeuralTraining.cpp— 415 LOC — Tests for the CPU neural-network training substrate. -
TestCrashReportUploader.cpp— 185 LOC -
TestCrossSystemIntegration.cpp— 395 LOC — Integration tests for cross-system interaction -
TestDXRSupport.cpp— 238 LOC -
TestDaemonCodexFixes.cpp— 216 LOC — Regression tests for the three Codex review findings on PR #478. -
TestDaemonConcurrent.cpp— 312 LOC — Concurrent-clients and stats-request tests for SparkDaemon. -
TestDaemonDiagnostics.cpp— 161 LOC — Unit tests for the SparkDaemon stats formatter. -
TestDaemonFoundation.cpp— 227 LOC — End-to-end loopback test for the Phase 1 daemon foundation. -
TestDaemonLRU.cpp— 435 LOC — LRU eviction tests for the shader and asset cache services. -
TestDaemonLifecycle.cpp— 449 LOC — Tests for the engine-side daemon lifecycle helper. -
TestDaemonProtocol.cpp— 184 LOC — Codec tests for the SparkDaemon wire format (frame header + whole-frame round-trip). -
TestDataTableSystem.cpp— 151 LOC -
TestDatablockRegistry.cpp— 155 LOC -
TestDatablockRegistryPhaseHH.cpp— 134 LOC — Phase HH Theme 3D tests for Spark::Net::DatablockRegistry -
TestDayNightCycle.cpp— 258 LOC -
TestDeadlockDetector.cpp— 341 LOC — Tests for the DeadlockDetector wait-for graph system -
TestDebugHookManager.cpp— 649 LOC — Unit tests for Spark::DebugHookManager -
TestDebugTools.cpp— 657 LOC — Unit tests for the enhanced debugging utilities -
TestDebugUtilities.cpp— 557 LOC — Unit tests for CpuDebugger, CacheDebugger, IODebugger, and ThreadDebugger -
TestDecalSystem.cpp— 88 LOC -
TestDedicatedServer.cpp— 729 LOC -
TestDedicatedServerProcessController.cpp— 69 LOC — Focused editor-to-SparkServer argument and packaging tests. -
TestDedicatedServerRuntime.cpp— 331 LOC -
TestDeferredDeletion.cpp— 162 LOC -
TestDeferredDeletionReal.cpp— 72 LOC — Real-class tests for Spark::RHI::DeferredDeletionQueue -
TestDeferredQueue.cpp— 110 LOC -
TestDelegate.cpp— 143 LOC -
TestDelegateReal.cpp— 107 LOC — Real-class tests for Spark::Delegate<Args...> -
TestDeltaSmoother.cpp— 88 LOC -
TestDeltaSmootherReal.cpp— 74 LOC — Real-class tests for Spark::DeltaSmoother -
TestDenoiserInterface.cpp— 358 LOC — Phase Q — CPU reference tests for SoftwareDenoiser / IDenoiser -
TestDescriptorCache.cpp— 134 LOC -
TestDestructionSystem.cpp— 83 LOC — Tests for Spark::DestructionSystem and DestructibleComponent -
TestDialogueStress.cpp— 359 LOC -
TestDialogueSystem.cpp— 281 LOC — Tests for Spark::DialogueSystem -
TestDirectStorageLoader.cpp— 234 LOC -
TestDirectionalStreaming.cpp— 150 LOC — Tests for the directional preload bias in SeamlessAreaManager -
TestDirtyRectTracker.cpp— 159 LOC — Tests for dirty rectangle tracking for partial texture updates -
TestDirtyRectTrackerReal.cpp— 123 LOC — Real-class tests for Spark::Graphics::DirtyRectTracker -
TestDirtyRegionGridPhaseDD.cpp— 174 LOC — Phase DD Theme 3D tests for Spark::UI::DirtyRegionGrid -
TestDrawIndirect.cpp— 176 LOC -
TestDynamicQualityScalerPhaseBB.cpp— 234 LOC — Phase BB Theme 3D tests for Spark::Graphics::DynamicQualityScaler -
TestDynamicResponseSystem.cpp— 186 LOC -
TestECSIntegration.cpp— 511 LOC — End-to-end ECS integration tests (R10.1 — Architecture Analysis) -
TestECSStress.cpp— 275 LOC -
TestECSWorld.cpp— 152 LOC -
TestECSystemOrdering.cpp— 521 LOC — Tests for ECS SystemManager: system registration, execution ordering, -
TestECSystemSpecialized.cpp— 862 LOC — Tests for specialized ECS systems: Decal, Projectile, Spline, Ability, Particle -
TestECSystemsReal.cpp— 257 LOC — Real-class tests for ECS SystemManager and ISystem interface -
TestEcsCameraConsole.cpp— 42 LOC -
TestEditorAutomation.cpp— 228 LOC -
TestEditorCommands.cpp— 321 LOC -
TestEditorDocumentTransition.cpp— 83 LOC -
TestEditorLayoutManager.cpp— 461 LOC — Tests for editor layout management -
TestEditorSubsystems.cpp— 2745 LOC — Tests for editor subsystems that operate without ImGui or GPU -
TestEditorWindowManager.cpp— 349 LOC -
TestEngineBootPlatforms.cpp— 496 LOC — Tests for engine boot sequence across platforms -
TestEngineContext.cpp— 609 LOC -
TestEngineDiagnostics.cpp— 179 LOC — Runs the runtime diagnostics against live singleton subsystems. -
TestEngineInterfaceProtocol.cpp— 102 LOC — Adversarial coverage for the editor/engine event decoder. -
TestEngineLifecycle.cpp— 398 LOC — End-to-end engine lifecycle smoke tests -
TestEngineLoadTest.cpp— 1720 LOC — Full engine load test — measures real CPU time, wall time, peak memory, -
TestEngineMonitor.cpp— 736 LOC — Extended engine monitoring — runs subsystems for many frames, -
TestEngineSettingsEdgeCases.cpp— 679 LOC — Edge-case tests for EngineSettings: boundary values, setting interactions -
TestEngineSettingsParser.cpp— 731 LOC — Tests for EngineSettings: INI parsing, type conversion, default values, -
TestEngineSettingsReal.cpp— 279 LOC — Real-class tests for EngineSettings singleton -
TestEntityArchetype.cpp— 152 LOC -
TestEntityEventBus.cpp— 187 LOC -
TestEntityEventBusReal.cpp— 94 LOC — Real-class tests for Spark::EntityEventBus -
TestEntityPresetManager.cpp— 236 LOC -
TestEntityPresetManagerPhaseEE.cpp— 124 LOC — Phase EE Theme 3D tests for Spark::ECS::EntityPresetManager -
TestEnvironmentQuery.cpp— 204 LOC — Tests for Spark::AI::EQS (Environment Query System) -
TestEventBus.cpp— 226 LOC -
TestEventBusReal.cpp— 100 LOC — Real-class tests for Spark::EventBus and SubscriptionHandle -
TestEventResponseSystem.cpp— 440 LOC -
TestEventResponseSystemPhaseEE.cpp— 122 LOC — Phase EE Theme 3D tests for Spark::Gameplay::EventResponseSystem -
TestEventSystem.cpp— 242 LOC -
TestExtendedSystems.cpp— 1065 LOC -
TestFBXImportValidation.cpp— 85 LOC — Validation coverage for FBX importer data classes used by asset pipeline. -
TestFBXImporter.cpp— 315 LOC — Tests for FBX binary format importer -
TestFPSComponents.cpp— 321 LOC -
TestFPSGameplayIntegration.cpp— 305 LOC — Integration tests for the FPS game module's core gameplay systems -
TestFPSMultiplayer.cpp— 287 LOC — Tests for FPS multiplayer system -
TestFastNoise2SIMD.cpp— 433 LOC — Phase S — CPU reference tests for FastNoise2SIMD -
TestFaultIsolation.cpp— 352 LOC -
TestFaultIsolationReal.cpp— 108 LOC — Real-class tests for Spark::SubsystemFaultIsolator -
TestFileUtils.cpp— 447 LOC -
TestFileUtilsReal.cpp— 84 LOC — Real-class tests for Spark::FileUtils namespace -
TestFileWatcher.cpp— 258 LOC -
TestFixtures.cpp— 61 LOC -
TestFogSystem.cpp— 236 LOC -
TestFoliageImpostorBaker.cpp— 371 LOC -
TestFoliageRenderer.cpp— 734 LOC -
TestFoliageSystem.cpp— 341 LOC -
TestFontSystem.cpp— 178 LOC -
TestFormationSystem.cpp— 213 LOC -
TestFrameAllocator.cpp— 93 LOC — Tests for Spark::FrameAllocator -
TestFramework.h— 398 LOC — Lightweight test framework for SparkEngine -
TestFreezeDetector.cpp— 372 LOC — Tests for the FreezeDetector watchdog system -
TestFreezeSystem.cpp— 204 LOC — Tests for tag-validated save state serialization -
TestFrustumCulling.cpp— 321 LOC — Tests for frustum plane extraction and AABB/sphere visibility testing -
TestFullEngineDiagnostics.cpp— 574 LOC — Comprehensive engine test — initializes ALL subsystems and runs -
TestGLSLPipelineIntegration.cpp— 531 LOC — Integration tests proving the GLSL→OpenGL RHI pipeline works end-to-end -
TestGLTFStaticMeshLoader.cpp— 266 LOC — CPU-only tests for the fail-closed glTF 2.0 static-mesh subset. -
TestGPUClusterCulling.cpp— 185 LOC -
TestGPUDrivenRenderer.cpp— 216 LOC -
TestGPUDrivenRendererD3D11.cpp— 254 LOC — Production-linked ABI and live WARP coverage for GPU culling. -
TestGPUParticleSystem.cpp— 233 LOC -
TestGPUPerfCounters.cpp— 155 LOC — Tests for categorized GPU performance counter tracking -
TestGPUProfiler.cpp— 138 LOC — Tests for GPU profiling system -
TestGPUResourceLeakDetector.cpp— 342 LOC — Tests for the GPUResourceLeakDetector resource lifecycle tracker -
TestGPUSkinning.cpp— 274 LOC -
TestGPUStallProfiler.cpp— 109 LOC -
TestGPUStallProfilerPhaseCC.cpp— 170 LOC — Phase CC Theme 3D tests for Spark::GPUStallProfiler -
TestGTAOEffect.cpp— 215 LOC — Phase I — CPU reference tests for Ground Truth Ambient Occlusion -
TestGameMode.cpp— 61 LOC -
TestGameModeReal.cpp— 136 LOC — Real-class tests for Spark::GameMode, PlayerScore, GameModeRules, SpawnPoint -
TestGameModuleMMO.cpp— 623 LOC — Tests for MMO game module character, social, world, and gameplay systems -
TestGameModulePlatformerARPG.cpp— 869 LOC — Tests for Platformer and ARPG game module systems -
TestGameModuleRPG.cpp— 599 LOC — Tests for SparkGameRPG module: character, combat, and quest systems -
TestGameModuleRTS.cpp— 642 LOC — Tests for SparkGameRTS module: units, buildings, and resources -
TestGameModuleRacing.cpp— 595 LOC — Tests for Racing game module systems: vehicle, track, and race manager -
TestGameObjectTransforms.cpp— 439 LOC — Tests for GameObject: world matrix computation, direction vectors, -
TestGamePackager.cpp— 156 LOC -
TestGameViewPanel.cpp— 74 LOC — Play-state ownership tests for the editor Game View simulation. -
TestGamepadInputProcessing.cpp— 631 LOC — Tests for GamepadInput: dead zone processing (circular vs axial), -
TestGameplayDebugger.cpp— 157 LOC - [`TestGameplayExtension
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