Getting Started

This section collects the hand-written guides that sit above the generated API reference. Use these pages first when you want the current engine layout, expected control flow, and high-level integration notes.

The landing page Project-DJ-Engine – A Real‑Time Engine for Rhythm Games, DJing, and Audio Production now also carries the broader project overview, use-case framing, and repository automation context that sit above these workflow guides.

Documentation Map

  • Developer_Onboarding gives new developers an integration-first map of the project, build reality, useful domain terms, and source-tree orientation.

  • Core_Engine covers the main PDJE facade, playback lifecycle, and editor entry points.

  • Editor_Workflows covers project authoring, typed mutations, render and push behavior, preview playback, and history-oriented editor operations.

  • Input_Engine covers keyboard, mouse, and MIDI ingestion through PDJE_Input.

  • Judge_Engine covers PDJE_JUDGE::JUDGE, Judge_Init, and the note-matching pipeline.

  • Util_Engine covers the header-first PDJE_UTIL layer and its common, database, and function helpers.

  • Data_Lines explains the zero-copy data-line structs shared between modules.

  • Editor_Format describes the editor-facing JSON and binary data shapes.

  • FX_ARGS lists the current runtime FX argument keys exposed by manual control panels.

  • PDJE_For_AI_Agents grounds AI agents that need to explain PDJE to users accurately.

Binding Notes

  • Core_Engine restores the older wrapper-oriented guidance for the C#, Python, and Godot-facing playback/editor path.

  • Input_Engine and Judge_Engine keep the Godot wrapper flow documented and also call out that the in-tree SWIG outputs do not currently expose those modules as first-class bindings.

  • Data_Lines explains which live structs are directly readable in native C++ and which wrapper paths only expose opaque handles or higher-level helper objects.