How rhubarbvr/rhubarbvr_newer_old works
RhubarbVR is a networked VR engine for building and sharing multiplayer worlds. The main runtime loop starts in the Godot host, which adapts platform rendering, audio, and input for the engine; users then enter or create worlds whose state can be synchronized with session peers. The repository also exposes world-building, asset/file handling, UI programs, physics, and scripting capabilities. Sampled excerpts establish the host loop, world startup, authentication, and selected subsystem behavior; several capability links are based on the documented product and directory structure rather than inspected call sites.
Main entry points: Entity.cs World state · Engine.cs Engine loop · GodotEngineLink.cs Godot adapter · EngineRunner.cs Godot host
Components 19
Runtime host
- Godot host
RhubarbGodot/EngineRunner.cs - Engine loop
RhuEngine/Engine.cs - Godot adapter
RhubarbGodot/Bindings/GodotEngineLink.cs
World experience
- World manager
RhuEngine/Managers/WorldManager.cs - World state
RhuEngine/WorldObjects/ECS/Entity.cs - Private-space UI
RhuEngine/Components/PrivateSpace/UserInterfaceManager.cs - Rendering components
RhuEngine/Components/Rendering3D/Camera3D.cs - Physics simulation
RhuEngine/Physics/PhysicsSimulation.cs
Platform services
- Input systems
RhuEngine/Managers/InputManager.cs - Audio components
RhuEngine/Components/Audio/AudioSource.cs - Asset manager
RhuEngine/Managers/AssetManager.cs - File handling
RhuEngine/FileManagment/NetworkedDrive.cs
Networking
- Cloud account API
RhubarbCloudClient/RhubarbAPIClient_Auth.cs - Peer relay service
RelayHolePuncher/RelayServer.cs
Creation and scripting
- Engine commands
RhuEngine/Terminal/CommandManager.cs - WASM runtime
RhuEngine/Wasm/WasmManager.cs - Plugin system
RhuEngine/Managers/PluginManager.cs - Geometry and math
RNumerics/mesh/IMesh.cs
Other components
- VR user
Connections 21
- VR user → Godot host: provides input
- Godot host → Godot adapter: creates adapter
- Godot adapter → Engine loop: binds engine
- Godot host → Engine loop: steps loop
- Engine loop → Godot adapter: loads statics
- Godot adapter → Input systems: loads drivers
- Engine loop → World manager: updates worlds
- World manager → World state: creates worlds
- World manager → World state: starts networking
- Private-space UI → Cloud account API: requests logout
- Private-space UI → Cloud account API: uploads profile
- Engine loop → Engine commands: initializes
- World state → Rendering components: renders through
- World state → Physics simulation: uses simulation
- World state → Asset manager: references assets
- World state → WASM runtime: runs scripts
- World state → Plugin system: extends via
- World state → Geometry and math: uses geometry
- World state → Peer relay service: connects peers
- World state → File handling: uses drives
- Engine loop → Audio components: initializes audio