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Update Antora attachment$ links to {attachmentsdir} and correct xrefs for consistent and accurate navigation across documentation.
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en/Building_a_Simple_Engine/Engine_Architecture/01_introduction.adoc

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Let's begin our exploration of engine architecture with an overview of common architectural patterns used in modern rendering engines.
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xref:../introduction.adoc[Previous: Building a Simple Engine Introduction] | xref:Building_a_Simple_Engine/Engine_Architecture/02_architectural_patterns.adoc[Next: Architectural Patterns]
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xref:Building_a_Simple_Engine/introduction.adoc[Previous: Building a Simple Engine Introduction] | xref:Building_a_Simple_Engine/Engine_Architecture/02_architectural_patterns.adoc[Next: Architectural Patterns]

en/Building_a_Simple_Engine/Loading_Models/04_loading_gltf.adoc

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[NOTE]
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====
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This section provides a brief overview of PBR materials as they relate to glTF loading. For a more comprehensive explanation of PBR concepts and lighting models, please refer to the xref:Lighting_Materials/02_lighting_models.adoc#physically-based-rendering-pbr[Physically Based Rendering section] in the Lighting Materials chapter.
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This section provides a brief overview of PBR materials as they relate to glTF loading. For a more comprehensive explanation of PBR concepts and lighting models, please refer to the xref:Building_a_Simple_Engine/Lighting_Materials/02_lighting_models.adoc#physically-based-rendering-pbr[Physically Based Rendering section] in the Lighting Materials chapter.
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Materials define how surfaces look when rendered. Modern games and engines use Physically Based Rendering (PBR), which simulates how light interacts with real-world materials based on physical principles.

en/Building_a_Simple_Engine/Loading_Models/09_conclusion.adoc

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The code for this chapter can be found in the `simple_engine/20_loading_models.cpp` file.
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xref:attachment$simple_engine/20_loading_models.cpp[C{pp} code]
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link:{attachmentsdir}/simple_engine/20_loading_models.cpp[C{pp} code]
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xref:Building_a_Simple_Engine/Loading_Models/08_animations.adoc[Previous: Updating Animations] | xref:Building_a_Simple_Engine/Subsystems/01_introduction.adoc[Next: Subsystems] | xref:../index.adoc[Back to Building a Simple Engine]

en/Building_a_Simple_Engine/Mobile_Development/06_conclusion.adoc

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The complete code for this chapter can be found in the following files:
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xref:attachment$simple_engine/36_mobile_platform_integration.cpp[Mobile Platform Integration C{pp} code]
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xref:attachment$simple_engine/37_mobile_optimizations.cpp[Mobile Optimizations C{pp} code]
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xref:attachment$simple_engine/38_tbr_optimizations.cpp[TBR Optimizations C{pp} code]
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xref:attachment$simple_engine/39_mobile_extensions.cpp[Mobile Extensions C{pp} code]
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link:{attachmentsdir}/simple_engine/36_mobile_platform_integration.cpp[Mobile Platform Integration C{pp} code]
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link:{attachmentsdir}/simple_engine/37_mobile_optimizations.cpp[Mobile Optimizations C{pp} code]
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link:{attachmentsdir}/simple_engine/38_tbr_optimizations.cpp[TBR Optimizations C{pp} code]
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link:{attachmentsdir}/simple_engine/39_mobile_extensions.cpp[Mobile Extensions C{pp} code]
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xref:Building_a_Simple_Engine/Mobile_Development/05_vulkan_extensions.adoc[Previous: Vulkan Extensions for Mobile] | xref:../index.adoc[Back to Building a Simple Engine]

en/Building_a_Simple_Engine/Subsystems/06_conclusion.adoc

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* `simple_engine/30_audio_subsystem.cpp`: Implementation of the audio subsystem with Vulkan HRTF processing
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* `simple_engine/31_physics_subsystem.cpp`: Implementation of the physics subsystem with Vulkan acceleration
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xref:attachment$simple_engine/30_audio_subsystem.cpp[Audio Subsystem C{pp} code]
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xref:attachment$simple_engine/31_physics_subsystem.cpp[Physics Subsystem C{pp} code]
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link:{attachmentsdir}/simple_engine/30_audio_subsystem.cpp[Audio Subsystem C{pp} code]
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link:{attachmentsdir}/simple_engine/31_physics_subsystem.cpp[Physics Subsystem C{pp} code]
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xref:Building_a_Simple_Engine/Subsystems/05_vulkan_physics.adoc[Previous: Vulkan for Physics Simulation] | xref:Building_a_Simple_Engine/Tooling/01_introduction.adoc[Next: Tooling] | xref:../index.adoc[Back to Building a Simple Engine]

en/Building_a_Simple_Engine/Tooling/07_conclusion.adoc

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* `simple_engine/34_crash_handling.cpp`: Implementation of crash handling and minidumps
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* `simple_engine/35_robustness_extensions.cpp`: Implementation of Vulkan extensions for robustness
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xref:attachment$simple_engine/32_cicd_setup.cpp[CI/CD Setup C{pp} code]
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xref:attachment$simple_engine/33_debug_utils.cpp[Debug Utils C{pp} code]
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xref:attachment$simple_engine/34_crash_handling.cpp[Crash Handling C{pp} code]
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xref:attachment$simple_engine/35_robustness_extensions.cpp[Robustness Extensions C{pp} code]
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link:{attachmentsdir}/simple_engine/32_cicd_setup.cpp[CI/CD Setup C{pp} code]
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link:{attachmentsdir}/simple_engine/33_debug_utils.cpp[Debug Utils C{pp} code]
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link:{attachmentsdir}/simple_engine/34_crash_handling.cpp[Crash Handling C{pp} code]
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link:{attachmentsdir}/simple_engine/35_robustness_extensions.cpp[Robustness Extensions C{pp} code]
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xref:Building_a_Simple_Engine/Tooling/06_packaging_and_distribution.adoc[Previous: Packaging and Distribution] | xref:Building_a_Simple_Engine/Mobile_Development/01_introduction.adoc[Next: Mobile Development]

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