Visual code map
The implementation map is divided into smaller diagrams so each page answers one kind of question. Choose a concept to follow its source relationships:
| Concept | Start here |
|---|---|
| Launch and gameplay composition | From launch to gameplay |
| Player actions and block behavior | Block behavior and interaction |
| Biomes and terrain pipeline | Terrain generation |
| Chunk storage, lighting, and meshes | Chunk storage and rendering |
| Saving and loading | World saving and persistence |
Each diagram keeps shared types where they clarify a concept, while omitting unrelated systems. Search and filters apply only to the current diagram. Use the source links in the details panel to check implementation specifics.
Relationship vocabulary
Section titled “Relationship vocabulary”Edges describe responsibilities and data flow observed in code. Creates, manages, implements, composes, dispatches, renders, and persists are different relationships. For example, WorldManager implements ILevel while coordinating ChunkColumn instances; the graph keeps those facts distinct.
Relationships are curated from current code rather than guessed from matching names. These diagrams are navigation aids, not complete call graphs or compiler-generated dependency reports. Open the linked source before relying on an edge for a code change.