Vixen
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Engine · guide

Booting an application

The three calls behind VixenApp.Run, and the two seams that decide which platform and which device you get.

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  • Getting started — The first ten minutes — the one SDK the build needs, where the packages come from while nothing is published to nuget.org, the six templates and which one you want, the two files a new game is, and the one edit that proves the loop is running.
  • Getting content into a running game — What a build has to know, what it ships, and the two shapes a shipped chunk comes in.
  • Host logging and vixen.log.yaml — One filter, several sinks, and a file that turns one subsystem up without a rebuild — plus the two lines in the log that say whether that file was read at all.
  • Saving and restoring a world — Writing every entity in a world to bytes, and making the world again from them.
  • Turning on dynamic global illumination — The four compositor nodes that make a frame's indirect light a file rather than a program.
  • Refusing a GPU that lies — The curated list of GPUs and driver versions a backend must not be selected on — why a capability query cannot replace it, how a rule is written and matched, where it is consulted during device creation, and what it deliberately refuses to do.