Runtime Architecture

KangEngine supports two complementary runtime tracks.

Scene track (SceneGraph)

Use scene prims for authored objects, paths, hierarchy, transforms, materials, selection, and editor interaction.

geometry or imported asset
→ SceneContext
→ Prim + components
→ SceneRenderSystem
→ renderer

Simulation track (ExternalBuffer)

Use KangSimWorld and batched views when policies, resets, state tensors, or many environments matter.

asset description
→ KangSimWorld
→ SimRigid / SimArticulation
→ batched state
→ SimWorldVisualizer

Do not treat thousands of scene prims as the canonical simulation state. ExternalBuffer visual batches exist to keep high-throughput state movement out of per-prim mutation. Conversely, use explicit SceneGraph visuals when picking and editor inspection are the goal.