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Architecture

The engine README identifies Rust, wgpu for graphics, winit for windowing, and egui as the UI technology. The current application creates a native window, initializes a graphics surface, renders a triangle and a colored 3D cube, and provides a basic camera with keyboard and mouse input.

The README also lists glam, rayon, and serde in its technology table, while noting that dependencies will be introduced progressively. This documentation does not assume those libraries are used by every current subsystem.

No stable public engine API or crate boundary is documented yet.

The roadmap proposes keeping rendering, world data, and simulation responsibilities separate. It also calls for reviewing subsystem boundaries before introducing additional crates, and for separating reusable engine logic from the sandbox application when justified.

These are design goals. The repository does not yet describe a finalized modular engine architecture.

The present graphics foundation uses wgpu and winit. The documented prototype includes a render loop, a graphics surface, WGSL shaders, a colored cube, view and projection transforms, depth testing, and basic camera controls.

GPU-driven voxel rendering, advanced culling, compute-based meshing, and other research topics appear as future roadmap work; they are not current capabilities.

The Voxel World milestone proposes block identifiers and properties, chunk coordinates and storage, world-to-chunk coordinate conversion, mesh generation, and deterministic terrain generation. It proposes starting with 16 × 16 × 16 chunks.

These concepts are not described as implemented. There is no documented current block API, chunk API, world file format, or procedural-generation API to use.