📜 Summary
We need to integrate AvaloniaUI as the primary frontend for the Luna Engine, replacing or extending the current SDL-based UI. This will allow us to build editor tools, viewports, inspectors, asset browsers, and more using a modern, cross-platform UI framework.
Goals
Embed an OpenGL render viewport inside an Avalonia window
Run the engine update loop + render loop inside Avalonia's frame callback
Redirect all current rendering (SpriteBatch2D, Camera2D, RenderSystem2D, etc.) to the Avalonia-hosted OpenGL surface
Allow a clean separation between:
Engine runtime (World, Systems, Components)
UI layer (Avalonia)
Enable future editor features:
-
Scene Hierarchy
-
Inspector panel
-
Asset browser
-
Live viewport controls
-
Play/Stop editor mode
Expected Result
The engine should render directly inside an Avalonia window using an embedded OpenGL control. The full ECS update loop and renderer should run smoothly inside Avalonia’s rendering cycle. This becomes the foundation for the future Luna Editor.
📜 Summary
We need to integrate AvaloniaUI as the primary frontend for the Luna Engine, replacing or extending the current SDL-based UI. This will allow us to build editor tools, viewports, inspectors, asset browsers, and more using a modern, cross-platform UI framework.
Goals
Embed an OpenGL render viewport inside an Avalonia window
Run the engine update loop + render loop inside Avalonia's frame callback
Redirect all current rendering (SpriteBatch2D, Camera2D, RenderSystem2D, etc.) to the Avalonia-hosted OpenGL surface
Allow a clean separation between:
Engine runtime (World, Systems, Components)
UI layer (Avalonia)
Enable future editor features:
Scene Hierarchy
Inspector panel
Asset browser
Live viewport controls
Play/Stop editor mode
Expected Result
The engine should render directly inside an Avalonia window using an embedded OpenGL control. The full ECS update loop and renderer should run smoothly inside Avalonia’s rendering cycle. This becomes the foundation for the future Luna Editor.