Task index

Find a task across the engine documentation and open its instructions directly. For a complete application, follow Project setup and Tutorials. To browse procedures and implementation references by subject, use Guides by topic.

Project setup and startup

Task

Guide

Build from source or SDK

Project setup.

Use an installed SDK

Source and SDK integration.

Configure startup and CLI options

First Game startup; Startup module.

Choose modules and link targets

Module selection; granular composition.

Assemble a runtime context

Context assembly.

Input

Task

Guide

Add/remove action bindings

Bind input actions.

Choose an actor’s control source

Actor controllers and commands.

Attach/detach player input

Runtime consumer contexts; PlayerController and Character tutorials.

Drive an actor with AI

Create an AIController.

Choose a common controller interface

Abstract controller interfaces.

Bind axes and scroll

Axis bindings and control identities; controller backend choices.

Bind key/button chords

Chord bindings.

Read input events and text

Capture and record channels.

Manage keyboard focus

GUI input routing; focus policies.

Read button state and timing

Tick input; input and simulation time.

Assets and animation

Task

Guide

Load indexed assets

Load and publish assets.

Define sprite sheets and pivots

Add a sprite sheet; pivot choices.

Animate sprites

Play sprite animation.

Select and animate tiles

Application map example; tile playback.

Load assets in the background

Worker preparation and platform upload.

Reload shaders/materials

Publication and explicit replacement. This does not reload images or sprites under existing keys.

Find files

File indexing.

Install sample artwork

Artwork packages.

Drawing and materials

Task

Guide

Draw a sprite

First Game sprite walkthrough.

Draw a whole image

Draw a whole image.

Position objects and cameras

Position objects with a camera.

Keep text/HUD fixed on screen

A separate screen pass; TGUI HUD.

Use default materials

Default asset materials.

Set per-object materials/parameters

Custom sprite material example.

Choose image filtering

Nearest sampling.

Clip drawing to a rectangle

Rectangular clipping.

Configure pipeline state

Pipeline parameters and state; frame and recipe integration.

Release graphics resources

Cache ownership; native retirement.

Text and fonts

Task

Guide

Set default fonts or reuse a FontSelection

Ordered application defaults.

Register named fonts and groups

Named catalogue choices.

Save random font choices

Named groups and saved font references.

Display/update text

Display and update text; retained text updater.

Select font styles and fallbacks

Retained styles; font selection.

Set wrapping and direction

Text layout.

Interpret text encoding/indices

Encoding and source indices.

Draw contiguous text runs

Positioned text runs, including its shader and floating-point limits.

Use legacy fonts

Legacy font compatibility.

GUI

Task

Guide

Choose a GUI backend

GUI integration choices.

Own a shared TGUI session

Create a UIController.

Create a TGUI HUD

Create a HUD with TGUI.

Create an interactive RmlUi document

Create an interactive GUI with RmlUi.

Move keyboard focus between menu and chat

Session routing and widget focus.

Customize GUI fonts

GUI font selection.

Refresh a GUI view after size changes

Shared session dimensions.

Resize GUI layouts

TGUI layout; RmlUi document layout.

Customize UI materials

Custom UI materials.

Audio

Task

Guide

Load/play sounds

miniaudio preparation and output.

Stream/control audio playback

Clips and voices; module example.

Manage playback lifetime

Audio lifetime and scheduling.

Windows and displays

Task

Guide

Resize windows/change window modes

Window sizes and modes.

Handle display scaling

Display dimensions; scale and UI.

Runtime and timing

Task

Guide

Implement the game lifecycle

Game hooks; runtime lifecycle.

Configure simulation timing

Simulation timing.

Shut down the runtime

Runtime shutdown; ownership and cleanup.

Background work

Task

Guide

Run background CPU jobs

Worker jobs; context-owned groups.

Configure worker pools/CPU placement

Typed/JSON worker settings; CPU policy.

Dispatch platform/simulation work

Thread dispatch.

Publish prepared replacements

Prepare and publish a replacement.

Events

Task

Guide

Create and send typed events

Create an event; channel contracts.

Queue event delivery

Queued event delivery.

Remove event listeners

Registration removal.

Memory, state and utilities

Task

Guide

Choose a state representation

State representation choices; transition tables.

Pool application objects

Object-pool ownership.

Reserve/release pooled slots

Reservations.

Measure time/convert durations

Time helpers.

Parse numbers

Numeric parsing.

Size allocations

Allocation sizing.

Pack bits

Packed bits.

Build geometry

Geometry helpers.

Manage memory blocks

Block and pointer helpers.

Logging and diagnostics

Task

Guide

Configure/troubleshoot logging

Logging setup; missing/delayed records.

Inspect subsystem activity

Investigate a runtime symptom.

Trace retained graphics resources

Trace retained resource owners.

Handle/report failures

Failure reporting.

Open the Linux output viewer

Linux output viewer.

Engine development

Task

Guide

Produce an SDK

SDK production.

Write a module

Module authoring.

Write a UI adapter

UI adapter authoring.

Run engine tests

Testing and validation.

Generate documentation

Documentation tooling.

Publish documentation

Publishing.

Run CI and collect SDKs

CI and SDK artifacts.

See Engine Systems for responsibilities and public types, and the capability inventory for implementation status.