equilibriumengine

Data-oriented and multi-threaded C11 Game Engine with libraries & shaders hot-reloading.

23 articles 334 View on GitHub ↗
23 articles
Engine Modules and Their Integration in Equilibrium Engine: Structure and Patterns

Discover the flecs-based structure for Equilibrium Engine modules. Learn how to declare components and integrate modules using static or hot-reloadable import macros for efficient development.

architecture
Feb 27, 2026
How to Use ImGui with BGFX and SDL in Equilibrium Engine

Learn to use ImGui with BGFX and SDL in Equilibrium Engine. This guide explains the ImguiBgfxSdlSystem for seamless integration, initialization, rendering, and input handling.

how-to-guide
Feb 27, 2026
Common Entity Components in Equilibrium Engine: Transform, GUI, and Input Guide

Learn about core Equilibrium Engine entity components like Transform, GUI, and Input. Understand spatial matrix data, ImGui state, and peripheral input in this essential ECS guide.

deep-dive
Feb 27, 2026
How the hot_reloadable_module Facilitates Dynamic Code Updates in Equilibrium Engine

Discover how the hot_reloadable_module in Equilibrium Engine enables dynamic code updates. Learn how it detects changes, unloads entities, and re-imports libraries without restart.

internals
Feb 27, 2026
How to Create and Manage Entities with Custom Components in Flecs

Learn to create and manage entities with custom components in Flecs. Define C structs, register components, and efficiently attach data to entities for your game engine.

how-to-guide
Feb 27, 2026
How the Equilibrium Engine bgfx_system Bridges ECS and the bgfx Rendering Pipeline

Discover how the bgfx_system bridges Flecs ECS and the bgfx rendering pipeline. It manages initialization, windowing, and frame submission for GPU context access.

internals
Feb 27, 2026
How the GfxResourceSystem Manages Rendering Resources in EquilibriumEngine

**The GfxResourceSystem tracks, updates, and safely disposes of all bgfx rendering resources by attaching a GfxResource component to entities and using flecs observers to automatically call the appropriate bgfx_destroy_* functi...

Feb 27, 2026
How to Define and Apply PBR Materials Using the pbr_system in Equilibrium Engine

Learn how to define and apply PBR materials with the pbr_system in Equilibrium Engine. Understand material data binding and shader uploads for efficient GPU rendering.

Feb 27, 2026
How the Equilibrium Engine light_system Powers Scene Lighting and Effects

Discover how the Equilibrium Engine light_system powers scene lighting and effects using dynamic vertex buffers and shader uniforms for real-time illumination in any rendering pipeline. Optimize your graphics today.

internals
Feb 27, 2026
How to Implement Custom Camera Behaviors Within the Camera_System in Equilibrium Engine

Learn to implement custom camera behaviors in Equilibrium Engine's camera_system. Define new ECS components and systems to control camera position and view matrices post update for unique gameplay perspectives.

how-to-guide
Feb 27, 2026
How the TransformSystem Manages Object Positions and Rotations in EquilibriumEngine

**The TransformSystem automatically converts raw Position, Rotation, and Scale components into unified 4×4 transformation matrices, handling both local and hierarchical world-space calculations.**

Feb 27, 2026
How SDL2 Powers Window Management and Input Handling in Equilibrium Engine

Learn how SDL2 powers window management and input handling in the Equilibrium Engine. Discover cross-platform event polling and input translation into ECS components.

how-to-guide
Feb 27, 2026

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