The foundation
everything builds on.
A shared base layer for Unreal Engine plugins and games. Utilities, base classes, and systems solved once — so every project that follows starts from solid ground.
Common utility libraries for collections and primitive types.
Libraries →Tools to solve common problems, such as debouncing and polling.
Tools →Useful systems and components that can be reused across projects.
Player management, player readiness tracking, debug systems, etc.
Systems →Solve the problem at the lowest appropriate layer, and solve it once.
NihiloCore grows deliberately. A utility earns its place here when it's proven general enough to appear in two separate projects. Nothing speculative lives here — only what's been needed, refined, and stabilized. Every plugin and game in the Nihilo ecosystem depends on this layer, so stability comes first.
