Engine¶
Use Pozzo as a C++ library: application loop, ECS, assets, rendering, audio, and networking.
- Application - The main loop, window creation, and application lifecycle.
- Building the engine - CMake targets, include paths, and linking.
- Registry - Store entities and query their components.
- Components - Define data and register component types.
- Systems - Read and write component data every frame.
- Resources - Share global services and state between systems.
- Assets - Load, cache, and resolve textures, sounds, and data files.
- Rendering - Sprites, text, cameras, and the render pipeline.
- Input - Keyboard, mouse, and controller input.
- Audio - Play sounds and music.
- Collisions - Collision layers, detection, and response.
- Networking - Synchronize state between clients and servers.
- Lua scripting - Expose engine functionality to Lua.
- Headless mode - Run the engine without a window.