How vlntnnmlv/ome works
The tree suggests an Odin-based interactive graphics application with an editor, platform/input layer, rendering stack, and scriptable UI/assets. Its likely user-to-result workflow is not verifiable: the README is empty and no source excerpts were provided. The graph therefore groups the visible runtime subsystems without asserting calls, data flow, or external integrations. Paths identify implementations from the tree; subsystem responsibilities are inferred from filenames only.
Components 29
Platform
- Window
src/platform/window.odin - Platform Events
src/platform/event.odin - Platform Input
src/platform/input.odin - Native Platforms
src/platform/native_darwin.odin - Host API
src/api/host.odin - Input API
src/api/input.odin
Graphics
- Draw API
src/api/draw.odin - Renderer
src/render/renderer.odin - Draw Batching
src/render/batch.odin - Geometry
src/render/geometry.odin - GPU Device
src/gpu/device.odin - GPU Pipeline
src/gpu/pipeline.odin - GPU Textures
src/gpu/texture.odin - GPU Shaders
src/gpu/shader.odin
Content and UI
- Asset Library
src/assets/library.odin - Texture Atlas
src/assets/atlas.odin - Fonts
src/assets/font.odin - Text
src/assets/text.odin - Script VM
src/script/vm.odin - Script Modules
src/script/module.odin - UI Scene
src/ui/scene.odin - UI Specification
src/ui/spec.odin - UI Stage
src/ui/stage.odin - UI Panel
src/ui/panel.odin - UI Binding
src/ui/binding.odin - Script Bindings
src/bind/binder.odin - Binding Sync
src/bind/sync.odin