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Technical Documentation

Tempest Engine

Architecture and subsystem overview for Tempest Engine, a native C/C++ game engine with Vulkan rendering and integrated development tools.

LanguageC / C++20
GraphicsVulkan
PhysicsJolt
Shader LanguagesGLSL / HLSL / Slang
Documentation Status

This is an overview of the engine architecture. Detailed API documentation and public setup instructions are not yet available.

01

Runtime Architecture

Tempest uses a custom native runtime written primarily in C and C++. The engine architecture emphasizes explicit data representation, resource ownership and execution flow.

Entity RepresentationEntities and components represent objects and their runtime state. The engine maintains its own entity system.
MemoryArena and frame-based allocation distinguish persistent data from temporary working memory.
ExecutionEngine workloads use task-based parallel execution where work can be distributed across CPU cores.
Platform IntegrationThe platform layer handles application lifecycle, windows, input and operating-system services.
02

Rendering

The graphics system is built around Vulkan. It manages GPU resources, rendering passes, lighting and image processing.

Tempest Engine Vulkan renderer
Graphics APIVulkan provides explicit command recording, resource management and synchronization.
Materials and LightingPhysically based materials use metallic-roughness parameters and environment lighting.
Deferred RenderingGeometry buffers store surface data used during deferred lighting.
Resource BindingBindless resource access uses descriptor indexing to reference GPU resources.
Global IlluminationThe renderer contains indirect illumination systems, including radiance caching and probe-based lighting.
Image ProcessingHDR rendering, exposure, tone mapping and temporal anti-aliasing are part of the rendering pipeline.
03

Shader Development

The shader toolchain supports GLSL, HLSL and Slang. Shader compilation is integrated into the development workflow.

GLSLGLSL shaders are compiled for the Vulkan runtime.
HLSLHLSL is used for graphics and compute shader development.
SlangSlang provides an additional shader compilation and module development workflow.
Hot ReloadChanged shader programs can be recompiled and updated during development.
04

Scenes and Assets

Scenes, entity data and imported assets are managed through the engine editor and asset pipeline.

Tempest Engine editor and scene tools
Scene DataSerialized scene data contains entities and their authored properties.
PrefabsPrefabs provide reusable object configurations for scene composition.
Asset PipelineThe asset system manages imported meshes, textures, materials and other runtime resources.
EditorEntity properties, scene composition and assets can be inspected through development tools.
05

Terrain and Large Worlds

The engine includes terrain rendering and world-space systems for large environments.

CBT TerrainConcurrent binary tree terrain representation supports adaptive mesh triangulation.
Terrain RenderingTerrain geometry and materials are integrated with the Vulkan rendering pipeline.
Terrain ModificationRuntime terrain operations allow changes to the world surface.
World CoordinatesLarge-world systems manage spatial representation for expansive scenes.
06

Physics and Simulation

Jolt Physics is integrated with the engine runtime and gameplay systems.

Rigid BodiesDynamic and static collision bodies participate in physics simulation.
Collision QueriesRaycasts and shape queries provide information about the physics world.
Character MovementCharacter movement integrates with world geometry and collision detection.
Vehicle SimulationVehicle physics includes wheel contacts, suspension and interaction with terrain.
07

Development Tools

Development utilities provide runtime inspection, diagnostics and profiling.

Runtime InspectionThe editor exposes engine and scene properties during development.
CPU ProfilingExecution timing identifies the cost of CPU workloads.
GPU ProfilingGPU timing measures rendering passes and graphics workloads.
Debug VisualizationVisual diagnostics expose geometry and simulation state.
08

Distribution

Tempest Engine remains under active development. Public engine binaries and source distributions are not available.

Current StatusNo public release date has been announced.
Target PlatformsThe project lists Windows, Linux, Android and iOS as target platforms. These are not a list of currently available public builds.
Documentation StatusThis documentation is an architectural overview. It is not a complete API reference or installation guide.
Additional Information

Engine and Release Information