Vixen
dd8b0a81

Engine · concept

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.

Edit this page on GitHub

Documents

Next

  • 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.
  • Components — The data an entity has, and what makes a type one.
  • Reading a frame's order without running it — The order a set of systems will run in, worked out from their types alone — and the ordering attributes that turn out to do nothing.
  • 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.
  • Getting content into a running game — What a build has to know, what it ships, and the two shapes a shipped chunk comes in.
  • 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.