Task-oriented guides for editor users, game programmers, and engine contributors. Start with the guide matching your work; implementation-heavy guides are not prerequisites for editing a scene.
| Guide | Covers |
|---|---|
| Working in the editor | Artists and designers: open, place, edit, test, and save without code |
| Development | Change seams, validation, hikari_std |
| Gameplay API | Actors, components, callbacks, typed fields |
| Component lifecycle | Callback order, activation, and teardown |
| Concurrency | Threads, worker jobs, and gameplay routines |
| Gameplay AI tasks | Typed gameplay actions, cancellation, editor authoring and door encounter |
| Game AI | Hearing, vision, navigation, and the sample guard |
| Brain assets | Author reusable AI programs and inspect live decisions |
| Swarm AI | Run Brain programs over defineSwarm populations with budgeted sensing |
| Localization | Translation editor, catalogs, and text APIs |
| Game cursors | Cursor artwork and native/software rendering |
| Component storage | Attachable, embedded, and swarm: strengths, limits, examples |
| Build and packaging | Kaji products and outputs |
| Project file | Identity, configs/, version axes |
| Plugins | Source-composed packages |
| Plugin API | Author-facing editor / gameplay / render contracts |
| Data, JSON, and modding | Content refs and loose data |
| Scripting with Kawa | Engine integration for scripts |
| Shader authoring | Packages, layouts, product pipeline |
| Choosing and scaling shadows | VSM, Hybrid and RT decisions, independent quality controls, profiling |
| Time of day | Astronomical clock, atmosphere, sun/moon lights |
| User interface | Game UI hub |
| UI layout | Coordinates, stacks, scroll |
| UI widgets | Controls, focus, modals, identity |
| Migration | Unity / Unreal vocabulary map |
Onboarding walkthroughs: tutorials/.
Engine behaviour: systems/.