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PixelBullet
0.0.1
A C++ game engine
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This is the current documentation map for the PixelBullet workspace. The root README.md provides onboarding; these pages define durable ownership, interfaces, workflows, limitations, and future work.
These pages own classification, example dispositions, lab identity, current packaging status, and automated proof. Architecture pages link to them rather than restating that taxonomy.
Arena is a current repository product rooted at products/boundless_vector_arena. Its native //products/boundless_vector_arena:boundless-vector-arena executable owns the complete product session and interactive lifecycle over product-owned simulation, encounter, presentation, HUD, configuration, and asset surfaces. The current Phase 3 sandbox provides one finite replayable encounter and deliberately stops after resolution; automatic next encounters, the full campaign, and release packaging remain unimplemented. Its product pages distinguish normative design intent from implemented capability and remaining work.
Decisions record durable constraints. Git history records implementation chronology. Roadmaps contain only incomplete future work.
Generated API/source documentation covers the public engine include tree and the private implementation inventory selected by the Doxygen Bazel target. Public headers are backend-neutral source-level workspace API, not a packaged SDK. Repository-internal integration and concrete backend boundaries are defined in Dependency and API Surfaces.
Use the repository-owned validation path:
Or build the raw Doxygen target:
The build and validation guide links the current first lanes and affected validation suites.