Arctis Aurora
The Engine that started as a WinForms app to simulate liquid using SPH in 2D to OpenTK to Vulkan to this. This document is the landing page for the engine’s documentation — its systems and the tools made with it.
System map
graph TD Boot[Bootstrapper] --> Reg[Asset Registries] Boot --> Input[Input System] Boot --> Rend[Renderer] XSD[XML / XSD Data Layer] -.feeds.-> Reg XSD -.feeds.-> Input XSD -.feeds.-> UI[UI / Controls] Reg --> UI UI --> UIMod[UI Module] Rend --> UIMod UIMod --> Comp[Compositor → swapchain]
Systems — start here
The conceptual, read-end-to-end docs. Begin at the system, drill into its classes.
- Bootstrapper — XML-driven startup sequencing
- XML-XSD — the data layer (schema generation + XML parsing) that underpins everything
- INPUT — keyboard/mouse/gesture keybinds
- VULKAN — Vulkan setup & conventions
- Rendering — Renderer Module (active, module + compositor) · Vulkan Renderer (legacy /
[Obsolete]) - Data / assets — Asset Registries · Serializer · Paths
- UI — Vulkan Control and its derived controls / containers
All documentation
Conventions
- Attributes & Conventions — engine attributes,
d_*tags,Statusvalues, bootstrap step names