How trevor-cmd-cmd/project works
tinyGE is a small C++ graphics-engine library. Its exposed workflow is engine initialization, window creation, and event-driven ticking; rendering-related types provide meshes, shaders, textures, cameras, sprites, and object components. The sampled lifecycle implementation does not show a complete scene-rendering pipeline or connect those types to its tick loop, so the graph keeps those relationships separate. The README documents no capabilities beyond the project name; unsampled subsystem relationships are omitted rather than inferred.
Main entry points: object.h Objects · sprite.h Sprites · tinyGE.cpp Engine lifecycle · component.h Components
Components 13
Engine runtime
- Engine lifecycle
tinyGE/src/core/tinyGE.cpp
Scene model
- Objects
tinyGE/include/core/object.h - Components
tinyGE/include/core/component.h - Transforms
tinyGE/include/components/transform.h - Vector types
tinyGE/include/components/vector.h - Sprites
tinyGE/include/core/sprite.h
Graphics
- Camera
tinyGE/src/graphics/camera.cpp - Mesh rendering
tinyGE/src/graphics/mesh.cpp - Shader programs
tinyGE/src/graphics/shaders.cpp - Shader sources
tinyGE/assets/shaders/vertex.glsl - Texture loading
tinyGE/src/graphics/texture.cpp - Image decoder
tinyGE/thirdparty/stb/stb_image.h
Other components
- Engine user
Connections 6
- Engine user → Engine lifecycle: calls lifecycle
- Objects → Components: stores components
tinyGE/include/core/object.h - Objects → Transforms: has transform
tinyGE/include/core/object.h - Sprites → Mesh rendering: uses mesh
tinyGE/include/core/sprite.h - Sprites → Texture loading: uses texture
tinyGE/include/core/sprite.h - Engine lifecycle → Camera: constructs camera
tinyGE/src/core/tinyGE.cpp