The Channel Paradigm is a versatile framework for managing concurrent tasks and resources in a 64-bit SDL3 environment. Channels are non-blocking, reentrant, full-duplex pipes written in C or assembler, supporting diverse operations like GPU blitting, I/O, media processing, and system events. Each channel operates independently, communicating via ring buffers and synchronized with HyperLock.
Channels integrate with SDL3 for rendering (SDL_Texture, GraphicsContext) and Vulkan for GPU tasks (SPIRVChannel in SSBOs). Each channel’s Runtime (init, run, paint) defines its lifecycle, making it adaptable to tasks like blitting, event handling, or streaming.