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Aevornix Core

The engine foundation, editor and runtime.

Overview

What Aevornix Core is

Core is the layer your worlds actually run on: the editor, the renderer, the simulation and the runtime. It is a fork of an established open source engine, rebuilt around the Aevornix project format, the Store as its asset source, and AevCode as its scripting language.

Where it fits

One production path.

Aevornix Core is one system in a pipeline. Each stage takes a defined input and hands a defined output to the next.

Four systems in one production path: Control, Orchestrates the project, the workflows and the agents. AevCode, Plans changes, validates them, and rolls them back cleanly when they fail. Design, Produces the images, textures, materials, meshes and animation a change needs. Core, Renders, simulates, edits and runs the project.

  1. Developer Preview

    Orchestrates the project, the workflows and the agents.

    In
    Your intent, and the current project state
    Out
    A planned unit of work handed to the pipeline

    Control decides what needs to happen and calls AevCode to work out how.

  2. Developer Preview

    Plans changes, validates them, and rolls them back cleanly when they fail.

    In
    A unit of work plus the project it applies to
    Out
    A reviewed, reversible change set

    Validated changes are applied to the project Core builds and runs.

  3. Developer Preview

    Produces the images, textures, materials, meshes and animation a change needs.

    In
    An asset requirement from the planned work
    Out
    Project-ready assets in engine formats

    Assets land in the project alongside the change that asked for them.

  4. Developer Preview

    Renders, simulates, edits and runs the project.

    In
    The project with its applied changes and assets
    Out
    A running scene, a test result, or an exported build

What Core provides

Editor
The scene, asset and project editing surface, with the Aevornix control workspace as a first-class main screen.
Rendering
A Vulkan forward renderer on desktop, with an OpenGL-compatibility path where Vulkan is unavailable.
Simulation
Physics, navigation and the scene tree your project executes against.
Runtime
Runs the materialised project, in a window or headlessly for tests.
Assets
In-editor asset browsing resolves to the Aevornix Store.
AevCode
The scripting language inside the engine. Scripts report AevCode as their class at runtime.

Rendering, honestly

Desktop builds use the Vulkan forward renderer. Browsers have no Vulkan, so web builds run the OpenGL-compatibility path. The export sets this for you, because a web build left on the desktop renderer produces a grey screen rather than an error. Quality tiers and geometry optimisation sit above the renderer; this is a practical optimisation layer, not a virtualised-geometry system.

Evidence

What has been verified.

Each item names its source and the date it was last checked.

BUILD OUTPUT

Real-GPU render verified

A windowed session rendered through the Vulkan forward renderer on integrated graphics, captured from the running editor rather than a mock-up.

Renderer
Vulkan, forward rendering
Hardware
Integrated graphics
Web target
Falls back to an OpenGL-compatibility path, Vulkan is unavailable in browsers

Source: Windowed engine session, screenshot captured from the running build · Verified

Development

Where the work stands.

Objectives and dependencies. Dates appear only where a specific verifiable event backs them.

Completed(1)

  • Let projects pull assets directly from the Aevornix Store instead of a third-party asset library.

    Depends on
    Aevornix Store
    Last update
    : In-editor asset browsing repointed to store.aevornix.com
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