ZEngine is a C++20 Vulkan engine for Windows, Linux, and macOS. The repository has its core rendering/editor foundations, but production scene authoring is the current release-critical path. This page is a status overview; the linked documents define the acceptance evidence for each area.
The active sequence is:
durable SceneDocument
-> EditorSession transactions and history
-> all-entity selection with stale-safe GPU picking
-> native transform gizmo
-> serialized arbitrary-orientation analytic grid
-> cross-process, visual, validation, and long-session evidence
See the production execution plan, with detailed contracts for scene serialization, undo/redo, selection and picking, the gizmo, and the grid.
project.json is generated by ZodiacEngineHub. Its schema and defaults, including
rendering.environment_lighting_budget_mb, are owned there; RendererEngine consumes
the generated configuration through --projectConfigFile.
- Core memory, container, threading, logging, crash-handler, VFS, asset-registry, import-coordinator, and engine-lifecycle foundations.
- ECS/Actor model, hierarchy synchronization, fixed-step world loop, deferred world commands, component reflection, and transform/light render synchronization.
- Vulkan RenderGraph, resource lifetime manager, GPU allocator/staging/deferred-free path, PSO cache, shader packaging/reload, geometry residency foundation, and the current sky/environment path.
- ZUI, editor panels/docking, bitmap-atlas text, the main/render-thread handoffs, and the current fly camera.
Completed implementation records live in ZEngine/docs/completed. Their remaining release-validation notes are not claims that related future systems are also finished.
- Render-resource lifetime, GPU allocation/budgets, per-frame upload migration, and geometry residency.
- RenderGraph integration, shader assets, profiling, and build/release integration.
- Portable math/SIMD policy is a measurement-first design task; it does not authorize a broad third-party math API.
- Sky/environment, shadows, and post-processing.
Animation, physics, audio, particles, scripting, networking, game saves, plugins,
asset streaming, LOD, lightmaps, texture compression, Steam services, and a cooked
shipping pipeline remain designs. They require the decisions and acceptance gates in
ZEngine/docs/future-plan/ before implementation; old API sketches are not product
commitments.
A feature is not production-ready merely because it compiles or renders in one scene. Completion requires its documented negative/recovery tests, lifetime/threading proof, supported-platform validation, and measured CPU/GPU budget evidence where applicable.