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Flint Engine
Modular C++20 2D game engine powered by SDL3
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Draft: Describes intended documentation coverage. Verify call order and ownership against source before publishing an exact lifecycle diagram.
Flint separates application orchestration, platform/window integration, rendering, assets, state management, and UI.
TODO: Document the actual order of configuration, initialization, application loop, state updates, rendering, and shutdown. Include ownership and error-handling rules.
| 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 |
TODO: Specify which operations require the main thread and which objects own SDL handles and GPU resources.
See Rendering and State management.