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Complete rewrite — the previous version extensively referenced OpenGL (glClearColor, VAO/VBO/EBO, GLSL shaders) throughout all sections. The project has used Vulkan exclusively for months. Key changes: - Replace all OpenGL references with Vulkan equivalents (VkContext, VMA, descriptor sets, pipeline cache, SPIR-V shaders) - Update system diagram to show actual sub-renderer hierarchy (TerrainRenderer, WMORenderer, M2Renderer, CharacterRenderer, etc.) - Document GameHandler SOLID decomposition (8 domain handlers + EntityController + GameServices dependency injection) - Add Warden 4-layer architecture section - Add audio system section (miniaudio, 5 sound managers) - Update opcode count from "100+" to 664+ - Update UI section: talent screen and settings are implemented (not TODO) - Document threading model (async terrain, GPU upload queue, normal maps) - Fix dependencies list (Vulkan SDK, VMA, vk-bootstrap, Unicorn, FFmpeg) - Add container builds and CI platforms - Remove stale "TODO" items for features that are complete