Flint Engine
Modular C++20 2D game engine powered by SDL3
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Architecture and lifecycle

‍Draft: Describes intended documentation coverage. Verify call order and ownership against source before publishing an exact lifecycle diagram.

Overview

Flint separates application orchestration, platform/window integration, rendering, assets, state management, and UI.

Lifecycle

TODO: Document the actual order of configuration, initialization, application loop, state updates, rendering, and shutdown. Include ownership and error-handling rules.

Responsibility boundaries

Area Topics to document
Core App startup, configuration, shutdown, logging
Windows/input SDL event processing, coordinate systems
Graphics GPU resources, render ordering, device lifetime
Assets Sources, caches, ownership, hot reload
States Transitions, update/render dispatch
UI UI tree, layout, event routing, FLML

Threading and ownership

TODO: Specify which operations require the main thread and which objects own SDL handles and GPU resources.

See Rendering and State management.