Here's that diagram for how the program currently interacts with itself.
• Anything purple (besides the background) is a temporary connection/file.
• Anything green needs re-worked
• The "Services" group contains files that are completely static in use, and are accessible globally.
It's still a bit messy, but that's partly due to the temporary/need re-worked files. There's a still some spaghetti code due to that. The shader files I do look a lot like spaghetti as well, but that is mostly do to positioning.
It's pretty basic, as the ui/ and system/ dirs aren't in there either (system/ is simulations + any computations that would need to be done (ex. translating data for one renderer to another)).
I'm working on my Engine project. Just redid most of the data management in the PathTracer renderer. I'm almost done with this development phase, so that's fun. Tempname: Engine (yes that's the name) is a custom-built 3d engine that will support rendering complex scenes not only in a very stylized manner, but with a suite of techniques not normally seen. The renders not only will be high-quality and efficient, but will also have the ability for basic animations (no keyframes, but a simple system of startpos-endpos or along a drawn curve w/ velocity controlled by a graph). I like to think of those GIFs of scenes that have simple things like grass blowing, or a flag blowing in the wind. There's so much more to this that is way to much to fit into a small explanation, but there is more information at the github page: github.com/pkncoder/Engine/tree/Phase-III (ignore the main branch).
Here's some random images from it (no textures yet, that should be soon. Then the backrooms really will feel like the backrooms):