Tutorials

Follow this sequence after Project setup. First Game introduces startup, game lifecycle, sprites, and direct text. The following lessons separate actor decisions, actor state, and interface coordination into application-owned classes using the maintained tutorial game.

The actor-controller lesson establishes a command contract. Player and AI controllers produce that command from different observations; the Character applies it and prepares its appearance. The UIController owns the shared TGUI session and scene publication, while HUD/menu/chat components manage their widgets. The final abstract-interface discussion is optional: use the concrete examples to identify whether the game needs a shared invocation contract.

Create an event is an independent example of a typed game notification, from its payload and channel to listeners, publication and cleanup.

Share immutable assets between instances while keeping action contexts, positions, behavior state, and UI component state independent. The interactive GUI task teaches RmlUi document authoring. Use the Task index to find an operation or Guides by topic to browse procedures and references. Engine Systems maps public types and relationships.