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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.

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Module Dependency Graph

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 --> __
Loading

Hierarchy

GameModules/SparkGame/Source/Core/

  • 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

GameModules/SparkGameARPG/Source/Combat/

  • 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

GameModules/SparkGameARPG/Source/Core/

  • 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

GameModules/SparkGameARPG/Source/Demo/

  • 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.

GameModules/SparkGameARPG/Source/Dungeon/

GameModules/SparkGameARPG/Source/Enums/

  • ARPGEnums.h — 118 LOC — Enumerations for ARPG gameplay systems

GameModules/SparkGameARPG/Source/Hero/

  • ARPGHeroSystem.cpp — 361 LOC — Hero class definitions, stat growth, leveling, and attribute allocation
  • ARPGHeroSystem.h — 117 LOC — Hero classes, attributes, leveling, and experience curves

GameModules/SparkGameARPG/Source/Loot/

  • 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

GameModules/SparkGameARPG/Source/Monster/

  • 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

GameModules/SparkGameARPG/Source/Skill/

  • 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

GameModules/SparkGameFPS/Source/Console/

GameModules/SparkGameFPS/Source/Core/

  • Main.cpp — 1304 LOC — SparkGameFPS DLL - IModule + IGameModule implementation and exports
  • SparkGameFPS.h — 89 LOC — SparkGameFPS module - Spark Engine FPS showcase

GameModules/SparkGameFPS/Source/Enums/

GameModules/SparkGameFPS/Source/Game/

GameModules/SparkGameFPS/Source/Projectiles/

  • 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

GameModules/SparkGameMMO/Source/Account/

  • MMOAccountSystem.cpp — 551 LOC — Account registration, login authentication, and session management
  • MMOAccountSystem.h — 169 LOC — Account management: registration, login, sessions, bans

GameModules/SparkGameMMO/Source/Achievement/

GameModules/SparkGameMMO/Source/Character/

GameModules/SparkGameMMO/Source/Chat/

  • MMOChatSystem.cpp — 275 LOC — Multi-channel chat with network message routing
  • MMOChatSystem.h — 94 LOC — Multi-channel chat system for the MMO showcase

GameModules/SparkGameMMO/Source/Core/

  • 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

GameModules/SparkGameMMO/Source/Crafting/

GameModules/SparkGameMMO/Source/Dungeon/

  • MMODungeonSystem.cpp — 342 LOC — Dungeon definitions, instance management, boss encounters, lockouts
  • MMODungeonSystem.h — 143 LOC — Instanced dungeon system with boss encounters and loot lockouts

GameModules/SparkGameMMO/Source/Enums/

  • MMOEnums.h — 218 LOC — Enumerations for MMO gameplay systems

GameModules/SparkGameMMO/Source/Gameplay/

GameModules/SparkGameMMO/Source/Guild/

  • MMOGuildSystem.cpp — 301 LOC — Guild creation, membership, permissions, and bank operations
  • MMOGuildSystem.h — 116 LOC — Guild creation, rank management, permissions, and guild bank

GameModules/SparkGameMMO/Source/Inventory/

GameModules/SparkGameMMO/Source/Party/

  • MMOPartySystem.cpp — 305 LOC — Party formation, role assignment, ready checks, and loot rules
  • MMOPartySystem.h — 114 LOC — Party/group system for cooperative MMO content

GameModules/SparkGameMMO/Source/Persistence/

GameModules/SparkGameMMO/Source/Player/

  • MMOPlayerSystem.cpp — 574 LOC — MMO player spawning, replication, prediction, and area migration
  • MMOPlayerSystem.h — 151 LOC — MMO player management: spawning, replication, prediction, migration

GameModules/SparkGameMMO/Source/Reputation/

GameModules/SparkGameMMO/Source/Trading/

GameModules/SparkGameMMO/Source/UI/

  • 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

GameModules/SparkGameMMO/Source/World/

  • 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

GameModules/SparkGameMMO/Source/WorldBoss/

  • 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

GameModules/SparkGameMMOFPS/Source/Account/

  • 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

GameModules/SparkGameMMOFPS/Source/Console/

  • 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.

GameModules/SparkGameMMOFPS/Source/Core/

  • 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.

GameModules/SparkGameMMOFPS/Source/Data/

GameModules/SparkGameMMOFPS/Source/Game/

  • 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):

GameModules/SparkGameMMOFPS/Source/Net/

  • 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

GameModules/SparkGameMMOFPS/Source/Persistence/

  • 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.

GameModules/SparkGameMMOFPS/Source/UI/

  • 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):

GameModules/SparkGameMMOFPS/Source/Utils/

  • TFPerfCounters.h — 203 LOC — Cheap, allocation-free scoped timers for profiling the authoritative

GameModules/SparkGameMMOFPS/Source/World/

  • 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,

GameModules/SparkGameOpenWorld/Source/Core/

  • 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

GameModules/SparkGameOpenWorld/Source/Enums/

GameModules/SparkGameOpenWorld/Source/Events/

GameModules/SparkGameOpenWorld/Source/Exploration/

GameModules/SparkGameOpenWorld/Source/Gathering/

GameModules/SparkGameOpenWorld/Source/Persistence/

  • OWSaveData.h — 34 LOC — Versioned snapshot for OpenWorld gameplay state.

GameModules/SparkGameOpenWorld/Source/Player/

  • OWPlayerSystem.cpp — 316 LOC — Player survival mechanics, fast travel, and compass
  • OWPlayerSystem.h — 129 LOC — Open world player: survival stats, stamina, fast travel, compass

GameModules/SparkGameOpenWorld/Source/Settlement/

GameModules/SparkGameOpenWorld/Source/Wildlife/

  • OWWildlifeSystem.cpp — 637 LOC — Wildlife ecology, herd behavior, predator-prey, taming
  • OWWildlifeSystem.h — 130 LOC — Wildlife ecology: animal spawning, herds, predator-prey, taming

GameModules/SparkGameOpenWorld/Source/World/

  • 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

GameModules/SparkGamePlatformer/Source/Camera/

GameModules/SparkGamePlatformer/Source/Checkpoint/

GameModules/SparkGamePlatformer/Source/Collectible/

GameModules/SparkGamePlatformer/Source/Core/

GameModules/SparkGamePlatformer/Source/Enums/

GameModules/SparkGamePlatformer/Source/Hazard/

GameModules/SparkGamePlatformer/Source/Level/

GameModules/SparkGamePlatformer/Source/Player/

GameModules/SparkGameRPG/Source/Character/

  • RPGCharacterSystem.cpp — 458 LOC — Character class definitions, stat growth, leveling, and equipment
  • RPGCharacterSystem.h — 152 LOC — Character creation, class definitions, stat allocation, and leveling

GameModules/SparkGameRPG/Source/Combat/

  • 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

GameModules/SparkGameRPG/Source/Core/

  • 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

GameModules/SparkGameRPG/Source/Dialogue/

GameModules/SparkGameRPG/Source/Enums/

  • RPGEnums.h — 152 LOC — Enumerations for RPG gameplay systems

GameModules/SparkGameRPG/Source/Gameplay/

GameModules/SparkGameRPG/Source/Inventory/

GameModules/SparkGameRPG/Source/NPC/

  • RPGNPCSystem.cpp — 415 LOC — NPC behavior, schedule updates, patrol movement, and disposition
  • RPGNPCSystem.h — 118 LOC — NPC AI with behavior states, schedules, and disposition

GameModules/SparkGameRPG/Source/Quest/

  • RPGQuestSystem.cpp — 357 LOC — Quest definitions, tracking, objective updates, and journal
  • RPGQuestSystem.h — 112 LOC — Quest tracking with objectives, chains, rewards, and journal

GameModules/SparkGameRPG/Source/World/

  • RPGWorldSetup.cpp — 275 LOC — RPG world areas, encounter tables, and streaming registration
  • RPGWorldSetup.h — 84 LOC — Defines RPG world areas, connections, and encounter tables

GameModules/SparkGameRTS/Source/Building/

  • 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

GameModules/SparkGameRTS/Source/Command/

  • 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

GameModules/SparkGameRTS/Source/Core/

  • 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

GameModules/SparkGameRTS/Source/Demo/

  • 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

GameModules/SparkGameRTS/Source/Enums/

  • RTSEnums.h — 131 LOC — Enumerations for RTS gameplay systems

GameModules/SparkGameRTS/Source/FogOfWar/

  • 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

GameModules/SparkGameRTS/Source/Match/

  • 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

GameModules/SparkGameRTS/Source/Resource/

  • 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

GameModules/SparkGameRTS/Source/Unit/

  • RTSUnitSystem.cpp — 318 LOC — Unit templates, spawning, lifecycle, and behavioral AI
  • RTSUnitSystem.h — 112 LOC — Unit management: templates, spawning, stats, and AI states

GameModules/SparkGameRacing/Source/AI/

  • 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

GameModules/SparkGameRacing/Source/Camera/

GameModules/SparkGameRacing/Source/Core/

  • 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

GameModules/SparkGameRacing/Source/Enums/

  • RacingEnums.h — 97 LOC — Enumerations for racing gameplay systems

GameModules/SparkGameRacing/Source/HUD/

GameModules/SparkGameRacing/Source/Race/

GameModules/SparkGameRacing/Source/Track/

GameModules/SparkGameRacing/Source/Vehicle/

GameModules/SparkGameVisualScript/Source/Core/

  • 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.

SparkConsole/src/

SparkEditor/Source/Animation/

SparkEditor/Source/AssetBrowser/

  • AssetDatabase.cpp — 997 LOC — Implementation of the advanced asset management system
  • AssetDatabase.h — 317 LOC — Advanced asset management system for Spark Engine Editor

SparkEditor/Source/AssetPipeline/

SparkEditor/Source/

  • CommandHistory.h — 403 LOC — Undo/Redo command pattern for the Spark Editor

SparkEditor/Source/Communication/

SparkEditor/Source/Core/

SparkEditor/Source/Enums/

SparkEditor/Source/Gizmos/

  • 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)

SparkEditor/Source/Integration/

SparkEditor/Source/LevelStreaming/

SparkEditor/Source/Lighting/

  • 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

SparkEditor/Source/MaterialEditor/

  • MaterialEditor.cpp — 1269 LOC — Node-based material editor implementation
  • MaterialEditor.h — 576 LOC — Visual material and shader editor for the Spark Engine Editor

SparkEditor/Source/Panels/

SparkEditor/Source/Prefabs/

  • 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

SparkEditor/Source/Profiler/

  • 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

SparkEditor/Source/Prototyping/

SparkEditor/Source/SceneSystem/

SparkEditor/Source/Search/

SparkEditor/Source/Terrain/

  • 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

SparkEditor/Source/UIDesigner/

SparkEditor/Source/UndoRedo/

  • 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

SparkEditor/Source/Utils/

SparkEditor/Source/VersionControl/

SparkEditor/Source/Workflow/

SparkEditor/Source/

  • main.cpp — 533 LOC — SparkEditor entry point with integrated debug and collab server support

SparkEngine/Source/Audio/

  • 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

SparkEngine/Source/Camera/

SparkEngine/Source/Core/

SparkEngine/Source/Core/Lifecycle/

SparkEngine/Source/Core/

  • 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

SparkEngine/Source/Engine/2D/

  • 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

SparkEngine/Source/Engine/AI/

  • 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

SparkEngine/Source/Engine/Accessibility/

  • AccessibilitySystem.h — 329 LOC — Engine-wide accessibility framework with colorblind filters, subtitles, and adaptive UI

SparkEngine/Source/Engine/Animation/

  • 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

SparkEngine/Source/Engine/Build/

  • GamePackager.h — 456 LOC — Standalone game packaging system for distributable builds

SparkEngine/Source/Engine/Cinematic/

  • 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

SparkEngine/Source/Engine/Coroutine/

  • 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

SparkEngine/Source/Engine/Crafting/

  • LootAndCraftingSystem.h — 492 LOC — Engine-level loot tables with weighted random drops and a crafting system

SparkEngine/Source/Engine/DataTable/

  • DataTableSystem.h — 800 LOC — Data-driven table system for loading and querying structured game data.

SparkEngine/Source/Engine/Destruction/

SparkEngine/Source/Engine/Dialogue/

SparkEngine/Source/Engine/ECS/

  • Components.h — 257 LOC — ECS components and World class for Spark Engine (umbrella header)

SparkEngine/Source/Engine/ECS/Components/

SparkEngine/Source/Engine/ECS/

SparkEngine/Source/Engine/ECS/Systems/

  • 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

SparkEngine/Source/Engine/Editor/

SparkEngine/Source/Engine/Events/

  • EventSystem.h — 473 LOC — Built-in event types and deferred event queue for engine communication

SparkEngine/Source/Engine/Gameplay/

  • 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)

SparkEngine/Source/Engine/HLOD/

  • HLODSystem.h — 473 LOC — Hierarchical LOD and World Partition system

SparkEngine/Source/Engine/HotReload/

SparkEngine/Source/Engine/LevelDesign/

  • CSGSystem.h — 727 LOC — Constructive Solid Geometry (CSG) system for level greyboxing

SparkEngine/Source/Engine/Loading/

  • 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

SparkEngine/Source/Engine/Localization/

SparkEngine/Source/Engine/Mobile/

  • MobilePlatform.cpp — 203 LOC — Implementation of the mobile platform abstraction
  • MobilePlatform.h — 249 LOC — Mobile platform abstraction for touch input and GPU optimization

SparkEngine/Source/Engine/Modding/

  • 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

SparkEngine/Source/Engine/Networking/

  • 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

SparkEngine/Source/Engine/OnlineServices/

  • OnlineServices.h — 666 LOC — Unified online platform integration with pluggable backends

SparkEngine/Source/Engine/Persistence/

  • 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)

SparkEngine/Source/Engine/Physics/

SparkEngine/Source/Engine/Procedural/

  • ProceduralGenerator.h — 560 LOC — Procedural content generation framework with noise, dungeon, and WFC support

SparkEngine/Source/Engine/RemoteDebug/

  • RemoteDebugSystem.h — 592 LOC — Remote debugging and live link between editor and running game

SparkEngine/Source/Engine/Rendering/

  • MovieRenderPipeline.h — 479 LOC — Offline cinematic rendering pipeline for high-quality frame output

SparkEngine/Source/Engine/Replay/

  • ReplaySystem.cpp — 536 LOC — Implementation of the replay recording and playback system
  • ReplaySystem.h — 195 LOC — Replay recording and playback system for FPS games

SparkEngine/Source/Engine/SaveSystem/

  • 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).

SparkEngine/Source/Engine/Scripting/

SparkEngine/Source/Engine/Security/

  • MemoryIntegrity.cpp — 597 LOC — Runtime memory integrity and branch protection implementation
  • MemoryIntegrity.h — 313 LOC — Runtime memory integrity and branch protection system

SparkEngine/Source/Engine/Streaming/

SparkEngine/Source/Engine/Text/

  • FontSystem.h — 578 LOC — Runtime font rendering system with glyph atlas and text layout

SparkEngine/Source/Engine/Tween/

  • TweenSystem.cpp — 376 LOC — Advanced tween system implementation
  • TweenSystem.h — 203 LOC — Advanced tween system with sequencing, composition, and easing

SparkEngine/Source/Engine/UI/

  • 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

SparkEngine/Source/Engine/VR/

  • VRSystem.cpp — 120 LOC — Implementation of the VR system framework (OpenXR-ready)
  • VRSystem.h — 209 LOC — VR/AR integration system (OpenXR-ready framework)

SparkEngine/Source/Engine/World/

SparkEngine/Source/Enums/

  • 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

SparkEngine/Source/Game/

SparkEngine/Source/Graphics/2D/

  • SpriteBatch.h — 350 LOC — Batched 2D sprite renderer with automatic atlas sorting and draw-call merging

SparkEngine/Source/Graphics/

SparkEngine/Source/Graphics/HybridRT/

  • 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

SparkEngine/Source/Graphics/

SparkEngine/Source/Graphics/Neural/

SparkEngine/Source/Graphics/

SparkEngine/Source/Graphics/RHI/D3D11/

  • D3D11Device.cpp — 1543 LOC — DirectX 11 RHI backend implementation
  • D3D11Device.h — 342 LOC — DirectX 11 implementation of the RHI device interface

SparkEngine/Source/Graphics/RHI/D3D12/

  • 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

SparkEngine/Source/Graphics/RHI/

  • 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

SparkEngine/Source/Graphics/RHI/Metal/

  • MetalDevice.h — 545 LOC — Apple Metal implementation of the RHI device interface
  • MetalGoldenImageCapture.h — 93 LOC — IGoldenImageCapture that 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.

SparkEngine/Source/Graphics/RHI/

  • 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

SparkEngine/Source/Graphics/RHI/OpenGL/

  • 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

SparkEngine/Source/Graphics/RHI/

  • 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

SparkEngine/Source/Graphics/RHI/Vulkan/

SparkEngine/Source/Graphics/

  • 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)

SparkEngine/Source/Graphics/RenderGraph/

SparkEngine/Source/Graphics/

SparkEngine/Source/Graphics/ShaderGraph/

  • 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)

SparkEngine/Source/Graphics/

  • 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.

SparkEngine/Source/Input/

  • 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

SparkEngine/Source/Physics/

SparkEngine/Source/SceneManager/

SparkEngine/Source/

  • SparkPCH.h — 68 LOC — Precompiled header for SparkEngine (R9.2 — Architecture Analysis)

SparkEngine/Source/Utils/

  • 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

SparkEngine/Source/Utils/FileWatcher/

  • FileWatcher.h — 463 LOC — File and directory change notification system

SparkEngine/Source/Utils/

  • 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 via ntdll.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

SparkSDK/Include/Spark/

  • 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

SparkShaderCompiler/src/

  • main.cpp — 588 LOC — SparkShaderCompiler - Standalone offline shader compilation tool

Tests/Fixtures/

Tests/Fixtures/ModuleABI/

Tests/Fixtures/PluginABI/

Tests/Integration/

Tests/PackageSmoke/

Tests/Teardown/

Tests/

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