Vixen
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Engine · tutorial

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.

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Documents

Next

  • Booting an application — The three calls behind VixenApp.Run, and the two seams that decide which platform and which device you get.
  • Building an interface, end to end — One panel built in the order the pieces actually go together — the markup file and what it compiles to, a list that is a keyed @for over a reactive collection, a form that is two-way bound and submitted, a verb declared as a command so a menu can run it, and the stylesheet that says what none of it looks like.
  • Coming from Unity — The vocabulary map, and the four places the two models genuinely differ — an entity is a row rather than an object, the frame is an asset rather than a call order, an asset is imported and built rather than loaded, and the interface is a framework rather than a canvas.
  • Making a project compile markup — What turns a .vxml on disk into a class — one line outside this repository and one inside it — and the three build errors, VX4001, VX4002 and VX4003, that say which half is missing rather than blaming the markup.
  • The Standard Frame — One engine-owned node that expands into the full frame graph — shadows, GI, reflections, the whole post chain — configured by seven semantic knobs.