Architecture reference
| Concept | GDCraft owner | Role |
|---|---|---|
| Block definition | Block, src/Voxel/Blocks/ |
Per-block behavior and shared properties. |
| Block identity | BlockType, BlockRegistry |
Registered type identity and shared block instances. |
| Voxel state | BlockStateData |
Compact per-cell state currently supported by the project. |
| Chunk storage | Chunk, ChunkSection |
World voxel storage grouped into bounded sections. |
| World coordination | WorldManager, ILevel family |
Runtime reads/writes, ticking, signals, and lifecycle. |
| Biome | Biome |
Composition of surface building, carvers, and features. |
| Generation stage | ChunkGenerator, IWorldFeature family |
Stage orchestration and reusable worldgen behavior. |
| Block-attached state | BlockEntity subclasses |
Persistent/ticking state associated with a block position. |
| Entity behavior | src/Entity/ |
Spawned actors and mob behavior. |
| Player actions | src/Player/ |
Input, movement, interaction, and inventory-facing actions. |
Naming orientation
Section titled “Naming orientation”Folders and namespaces mirror GDCraft.*. Public domain types and methods use PascalCase; locals and parameters use camelCase. Public APIs benefit from XML summaries when they express non-obvious domain contracts.