Systems Reference
Systems run each frame to update game state. They operate on components in the ECS store and are executed in a fixed order by the render loop.
# Systems Pipeline
The render loop executes systems in a fixed order each frame. Delta time is computed automatically.
# Player Controller
FPS-style input handling. Automatically activated when a PlayerComponent is detected in the scene. Captures the cursor and provides WASD movement with mouse look.
# Physics System
Fixed-timestep physics simulation with sub-stepping. The PhysicsWorld singleton manages broadphase, narrowphase, constraint solving, and sleeping.
# Animation System
Keyframe interpolation supporting three modes. Animations from glTF files are automatically loaded with correct interpolation types and target remapping.
# Skinning System
Computes the final bone transform matrices for skeletal animation. These matrices are uploaded as shader uniforms for vertex skinning on the GPU.
# Audio System
Synchronizes 3D audio state with entity transforms. The OpenAL backend handles spatial attenuation, distance rolloff, and stereo panning.
# Particle System
CPU-simulated particles with billboard rendering. The accumulator pattern ensures consistent emission rates regardless of frame rate.
# UI System
Immediate-mode UI overlay rendered on top of the 3D scene. Supports text, rectangles, progress bars, buttons, and images. Uses FreeType for font atlas generation.