Fighting Game · Architecture

V2 — Architecture (Page Index)

A focused page within the Fighting Game Architecture documentation. The full map and every sibling page live in the Architecture hub.

7sections3 minread1diagram

On this page

This directory holds the V2 (competitive fighting game) architecture reference, decomposed from the single ../V2_ARCHITECTURE.md hub into focused, in-depth, code-grounded pages. The hub remains the canonical entry point and preserves every section heading (so existing arch§"…" cross-references keep resolving); each page below expands one part of the system with far richer, code-grounded detail and an honest implemented / spec-only status. The companion feature map lives in ../features/ (or the ../V2_features.md hub).

Cross-reference convention. Page-to-page links are relative (./<slug>.md); a bare §N points at a section of the V2 backlog, and arch§"<anchor>" points at a named section of the ../V2_ARCHITECTURE.md hub. Platform-foundation links point at the shared platform/ space.

Architecture landscape#

flowchart TB Surfaces[Game HUD XR companion creator and operator surfaces] --> Host[V2 game and service boundaries] Host --> Core[Integer-frame combat input GAS and animation] Core --> Rollback[Rollback replay tag and deterministic authority] Host --> Modes[Mode plugins training events racing and world modes] Host --> Presentation[Audio VFX cinematic UI stages and accessibility] Host --> Online[Identity matchmaking ranked tournaments and integrity] Online --> Services[Progression store community support companion and AI broadcast] Core --> Data[(Roster moves balance mode content and save versions)] Modes --> Data Services --> Evidence[(Results replays telemetry receipts and audits)] Data --> Build[Cook patch performance security certification and release] Evidence --> Build

The diagram shows authority and effect flow at altitude. It does not imply that every mode shares the same netcode, that racing uses combat physics, or that a shared provider owns domain truth. Focused pages name the applicable ruleset, mode, platform, content version, and implementation status.

Use this index to trace a feature end to end: choose the runtime owner, follow authored data and versions into deterministic or server authority, inspect presentation and client prediction, then cross the online/persistence/provider boundary and locate the resulting replay, receipt, telemetry, audit, build, and recovery evidence. Pair the trace with the feature index so a technically valid component is never mistaken for the complete player journey.

Every focused architecture page appears exactly once below. The V2 documentation guide supplies role-based reading paths and the shared truth model; the diagram atlas supplies match, data, state, module, production, and release models. Backlog, dependencies, current code/tests/builds, and platform evidence remain the completion authority.

Orientation#

Deterministic Combat Core#

Modes, Presentation & Interface#

Racing, Vehicles & World Modes#

Online Services & Live Operations#

Platform Engineering, Compliance & Integration#