Engine internals
Source-level descriptions of engine structures, subsystems, and compatibility boundaries.
Architecture
Object model, type system, and engine-wide structural invariants.
Audio engineA fixed voice pool rendered on the device thread and fed by the game and feeder threads.
Object and type systemWhere runtime state, shared type data, engine IDs, factories, and INI reads belong.
Simulation systems
Runtime subsystems that advance and coordinate game objects.
Locomotion and piggybackingDefines runtime locomotor ownership, temporary replacement, restoration, and persistence identity.
Radio contact protocolSynchronous object messages, reciprocal contact state, docking flows, and teardown rules.
Data and scripting
INI loading, catalogs, scripting records, and data flow.
Trigger action registryHow a trigger action is numbered, parsed, dispatched and documented, and what adding one must keep intact.