How beefyandtheducks/nitronic works
Nitronic is a C++ real-time 3D engine with an editor and sandbox application. The runtime workflow initializes a window, events, input and renderer; layers update a scene, which the renderer draws and presents each frame. The editor’s hierarchy and component panels provide scene authoring, while the sandbox demonstrates importing a mesh and adding a model. The README is empty, and several subsystems are represented only by filenames; links among those unsampled modules are omitted rather than inferred.
Main entry points: Engine.cpp Engine · Renderer.cpp Renderer · Editor.cpp Editor · Window.cpp Window
Components 19
Engine Runtime
Rendering
- Renderer
engine/src/engine/renderer/Renderer.cpp - Graphics Device
engine/src/engine/renderer/Device.cpp - API Backends
engine/src/platform/vulkan/renderer/RendererVK.cpp - Shader Cache
engine/include/renderer/ShaderCache.hpp - PSO Cache
engine/include/renderer/PSOCache.hpp - Mesh
engine/include/renderer/Mesh.hpp
Editor Authoring
- Editor
editor/src/Editor.cpp - Hierarchy Panel
editor/src/Hierarchy.hpp - Components Panel
editor/src/ComponentsWindow.hpp - Scene View
editor/src/SceneView.hpp
Applications
- Sandbox Layer
sandbox/src/Sandbox.cpp
Other components
- Developer
Connections 24
- Developer → Editor: authors scene
- Developer → Sandbox Layer: runs demo
- Engine → Event Bus: creates
- Engine → Window: creates
- Engine → Renderer: creates
- Engine → Input: creates
- Engine → Event Bus: flushes events
- Engine → Window: polls events
- Engine → Layers: updates
- Engine → Scene ECS: renders scene
- Engine → Renderer: draws scene
- Engine → Input: ends frame
- Window → Event Bus: publishes events
- Renderer → Graphics Device: creates
- Renderer → Shader Cache: creates
- Renderer → PSO Cache: creates
- Renderer → API Backends: dispatches API
- Renderer → Mesh: initializes meshes
- Sandbox Layer → Asset Importer: imports mesh
- Editor → Hierarchy Panel
- Editor → Components Panel
- Editor → Scene View
- Hierarchy Panel → Scene ECS: edits entities
- Components Panel → Scene ECS: edits components