ENGINE_CORE
Core engine initialization and runtime loop. Manages system lifecycle, memory pools, and thread affinity for deterministic execution.
SPEC_01 // BOOT_SEQUENCE
v2.1.4_STABLEvoid engine_boot(engine_config* cfg) { // Allocate contiguous memory for real-time heap mem_pool_init(cfg->heap_size, MEM_FLAG_CONTIGUOUS); if (cfg->multithreaded) { thread_pool_spawn(cfg->worker_count); affinity_set_all(AFFINITY_CORE_HIGH); } return STATUS_READY; }
MEMORY_MANAGER
Deterministic memory allocation with slab-based arenas and zero-fragmentation guarantees for real-time systems.
SPEC_01 // ARENA_ALLOC
v1.8.9_STABLEvoid* arena_alloc(arena* a, size_t size) { if (a->offset + size > a->capacity) { return NULL; } void* ptr = a->base + a->offset; a->offset += ALIGN_UP(size, a->alignment); return ptr; }
TASK_SCHEDULER
Priority-based job scheduler with work-stealing across worker threads. Designed for soft real-time constraints.
SPEC_01 // JOB_DISPATCH
v3.2.1_STABLEvoid scheduler_tick(scheduler* s) { job* j = dequeue_high_pri(&s->queue); if (!j) j = steal_job(s); if (j) { j->exec(j->data); complete_job(j); } }
NETWORKING_SYSTEM
High-performance UDP transport layer designed for sub-millisecond latency. Built on the Kinetic Engine core for ultra-dense data packets and real-time state synchronization.
SPEC_01 // TRANSPORT_LAYER
v4.0.2_STABLEvoid kinetic_init_relay(relay_config* cfg) { if (cfg->mode == PROTOCOL_UDP_FAST) { sys_mem_lock(cfg->buffer_addr, cfg->buffer_size); for (int i = 0; i < cfg->thread_count; ++i) { affinity_set(cfg->threads[i], AFFINITY_NIC); } } }
RELAY_PROTOCOLS
Decentralized relay protocol stack with automatic failover, packet signing, and dynamic route optimization across mesh topologies.
SPEC_01 // RELAY_HANDSHAKE
v2.6.3_STABLEint relay_handshake(node* a, node* b) { packet pkt = { .type = PKT_HANDSHAKE, .key = session_key() }; if (send_packet(a->fd, &pkt) < 0) return ERR_LINK_FAIL; return await_ack(b->fd, RELAY_TIMEOUT_MS); }
SYNC_STATES
Deterministic state synchronization engine using delta-compressed snapshots and rollback networking for consistent multi-node simulation.
SPEC_01 // STATE_DELTA
v1.5.7_STABLEvoid sync_push_delta(sync_ctx* ctx, state_slot* slot) { delta d = compute_delta(ctx->baseline, slot); packet p = { .type = PKT_DELTA, .data = &d, .len = d.size }; broadcast(ctx->peers, &p, ctx->peer_count); ctx->baseline = slot; }
SHADER_PIPELINE
Multi-pass shader compilation pipeline with hot-reloading support. Optimized for Vulkan and DirectX 12 backends.
SPEC_01 // COMPILATION
v5.0.1_STABLEvoid shader_compile(shader_src* src, shader_blob* out) { spirv_cross_init(&src->hlsl); if (src->optimize) spirv_optimize(&src->ir); out->bytecode = spirv_finalize(&src->ir, &out->size); }
MATERIAL_GRAPH
Node-based material authoring graph with real-time preview. Supports PBR, NPR, and custom shading models.
SPEC_01 // NODE_GRAPH
v2.3.8_STABLEvoid material_eval(mat_graph* g, mat_output* out) { for (int i = 0; i < g->node_count; i++) { node_exec(g->nodes[i]); } out->albedo = sample_output(g, NODE_ALBEDO); out->normal = sample_output(g, NODE_NORMAL); }
POST_PROCESSING
Full-screen post-processing stack with bloom, tone-mapping, chromatic aberration, and temporal anti-aliasing.
SPEC_01 // EFFECT_STACK
v3.1.2_STABLEvoid post_process(frame_buffer* fb, post_effects* fx) { if (fx->bloom) apply_bloom(fb, fx->bloom_intensity); if (fx->taa) apply_taa(fb, fx->taa_samples); apply_tone_map(fb, fx->exposure); }
COLLISION_MATRIX
Broad-phase and narrow-phase collision detection using spatial hashing and GJK-EPA for convex hull intersection tests.
SPEC_01 // BROAD_PHASE
v2.0.4_STABLEvoid broad_phase(collision_world* w) { hash_grid_clear(&w->grid); for (int i = 0; i < w->body_count; i++) { hash_grid_insert(&w->grid, &w->bodies[i]); } }
FLUID_DYNAMICS
SPH-based fluid simulation with adaptive particle density and GPU compute shader acceleration for real-time interaction.
SPEC_01 // SPH_SOLVER
v1.9.5_STABLEvoid sph_step(sph_solver* s, float dt) { for (int i = 0; i < s->particle_count; i++) { float dens = compute_density(&s->particles[i], s); float press = compute_pressure(dens, s->rest_density); apply_forces(&s->particles[i], press, dt); } }
PLUGIN_REGISTRY
Dynamic shared library loader with versioned symbol resolution and sandboxed execution contexts for third-party plugins.
SPEC_01 // PLUGIN_LOAD
v1.2.7_STABLEvoid* plugin_load(const char* path) { plugin_handle* h = dl_open(path); if (!h) return NULL; plugin_api* api = dlsym(h, "PLUGIN_API"); return registry_register(h, api); }
HOT_RELOADING
Real-time asset and code hot-reloading with dependency graph tracking. Minimal interruption — only affected modules are recycled.
SPEC_01 // WATCHER
v1.6.2_STABLEvoid hot_reload_tick(watcher* w) { for (int i = 0; i < w->file_count; i++) { if (file_changed(&w->files[i])) { module_reload(w->files[i].module_id); } } }