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.