System Architecture

A technical overview of the digital binding system.

Core Principle

Studcraft is a Subpart-Voxel System. The world is a grid where bricks are placed. The 'automatic binding' happens when the bricks are placed next to each other to form larger models.

Key Ideas:

Technical Breakdown

1. Global Architecture (EngineContext)

Studcraft eliminates global variables using the EngineContext Pattern. The application logic is partitioned into discrete, focused states:

2. Rendering Engine

To support massive draw distances, the 3K engine utilizes an advanced ChunkRenderManager:

3. World Generation & LXFML Import

The terrain system powers infinite, procedural worlds with distinct biomes (Hills, Plains):

4. Networking Stack

Built on the industry-standard RakNet library, the multiplayer architecture mimics professional FPS standards:

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