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Developer guide

This section is for contributors and anyone curious about how Talesmith is built. It explains the runtime and editor architecture, how the repository is organized, how to build and test it, the tools that keep the documentation and performance honest, and the formats of every file the engine reads.

You do not need any of this to make games. If you want to use the editor, start with the Guide; to write gameplay, the Scripting section; to extend the engine or editor without changing it, Plugins.

Pages​

Where to start​

You want toRead
Fix a bug in the engineBuilding and testing to get a working build and run the tests, then Runtime architecture for the frame and threads. Add a test in the library's test project that fails before your fix.
Fix a bug in the editorEditor architecture for the folder that owns the feature, and the smoke test to check the real window.
Add an editor featureEditor architecture: register it the way a plugin would, and build its UI from the toolkit.
Add a component or system to the engineRepository layout for which module it belongs in, and Scenes and prefabs for how its data is saved.
Add a file formatFile formats for the shared rules (JSON, guids, unknown fields kept), then register an importer, an asset kind and a dependency extractor.
Make something fasterPerformance to measure the game, Tools for the stress benchmark and micro-benchmarks.
Update this siteContributing and website/README.md.