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Engine architecture map

Ludus composes explicit module owners into an application. Understanding which owner holds a resource, which provider it borrows, and when it can publish a change explains most startup, rendering and editing behavior.

This section describes the source baseline on October 5, 2026. It complements the workflow overview; the engineering documents retain detailed contracts, reference attribution and acceptance evidence.

Choose a subsystem

Reading path Questions it answers
Foundation and jobs What can every module use? Who owns allocation and background work?
Startup and shutdown When is a provider usable? How does partial startup unwind?
Platform and rendering Who owns a window, frame and GPU resource?
Terrain and generation How should ground, generation, editing and streaming connect?
Procedural content generation How do recipes, domain generators, author controls and runtime publication compose?
Physics systems Who owns shapes, bodies, sensors, constraints and queries?
Worlds and frame updates What makes an entity valid? When do edits and simulation take effect?
Content and audio Who owns source documents, resource revisions and playback?
Runtime and editor How do SDKs, game code, configuration and desktop tools connect?

Shared contracts and development policy

Read each design's status and corresponding implementation evidence before relying on a proposed API or platform integration.