Project Workflow¶
A Doriax project is the editable source for a game. It organizes scenes, resources, scripts, bundles, and export configuration into a single directory that the editor understands. The editor keeps visual authoring, code, and build settings clearly separated so teams can iterate and collaborate effectively.
Creating a project¶
Launch the editor and choose New Project from the startup dialog. Select a project template (empty, 2D, 3D, or UI) and pick an empty folder. The editor creates the initial folder structure and a default scene file.
Project anatomy¶
| Area | Purpose |
|---|---|
assets/ (or resources/) |
Textures, models, fonts, sounds, materials, and other imported files |
scenes/ |
YAML scene files edited by the visual editor |
scripts/ |
Lua scripts and C++ source files |
shaders/ |
Forked shader sources (.vert/.frag/.glsl) — see Custom Shaders |
bundles/ |
Reusable entity hierarchy files |
settings/ |
Scene startup references, build target settings, and export configuration |
Folder names may differ by template. The structure is a convention, not a strict requirement — you can reorganize asset folders and update resource paths accordingly.
Scene files¶
Scene files are serialized as YAML. They store the full scene hierarchy: entities, component data, transform values, camera settings, child scene references, and editor viewport state.
Keep scene files focused. For large games, split gameplay areas into separate scenes and compose them with child scene references. This keeps individual YAML files small and merge-friendly in version control.
Scene types¶
The editor offers three scene workflows:
| Type | Editor defaults | Typical content |
|---|---|---|
| 3D | Perspective editor camera, 3D gizmos, lighting panel | Models, lights, camera, terrain, physics bodies |
| 2D | Orthographic camera, 2D canvas gizmos | Sprites, tilemaps, polygon shapes, 2D physics |
| UI | Screen-space canvas, anchor gizmos | Buttons, text, images, panels, scrollbars |
All three share the same Scene class at runtime — the type mainly affects editor
defaults and authoring tools. A 3D scene can contain UI entities, and a UI scene can
reference 2D or 3D child scenes.
Child scenes¶
Child scenes let one scene reference and load another. This is useful for:
- Persistent UI layers — load a HUD scene as a child of the gameplay scene.
- Shared environment — a common lighting rig or skybox loaded by all levels.
- Level assembly — large worlds assembled from smaller room or chunk scenes.
- Streaming — load and unload sections independently at runtime.
To add a child scene reference, use the Structure panel's Add Child Scene option and point it to a saved scene file.
Bundles¶
Bundles are prefab-like reusable entity hierarchies. A bundle can represent an enemy, an interactive prop, a UI card, or any repeated arrangement of entities and components. They are defined visually in the editor and stored as YAML bundle files.
Why bundles?¶
| Advantage | Detail |
|---|---|
| Shared across scenes | The same bundle can be placed in any number of scenes without duplicating data |
| Single source of truth | Changing a bundle updates every instance in every scene that references it |
| Runtime factory | During export, bundles become factory functions; BundleManager creates and destroys instances at runtime |
| No coupling | Bundles are independent of the scenes that use them — they can be loaded on demand |
Creating a bundle¶
- Build the entity hierarchy you want to reuse in any scene.
- Select the root entity in the Structure panel.
- Choose Save as Bundle from the context menu.
- Name the bundle and save to the
bundles/folder.
Placing bundles¶
Drag a bundle file from the Resources Browser into the scene, or reference it in the Structure panel with Add Bundle Instance.
Runtime bundle usage¶
Bundle registration is generated automatically by the export step. At runtime you call
createBundle (bundle name first, then scene) and destroyBundle:
See BundleManager for the complete API.
Settings¶
| Settings area | What it stores |
|---|---|
| Editor settings | Window size, maximized state, recent projects, Resources Browser preferences |
| Project settings | Startup scene reference, canvas size, scaling, VSync, window mode/size/title, compiler, parallel build jobs, and asset/Lua/shader directories |
| Export settings | Platform targets, shader backend, output folder, included asset folders |
Project settings include two shader directories (both default to shaders): the
Shaders Directory for compiled .sdat output (engine-facing) and the Shader
Sources Directory for forked shader sources (editor-only). See
Custom Shaders.
VSync¶
Open Project → Project Settings and use VSync to choose whether Play mode and supported desktop builds synchronize frames to the display refresh rate. It is enabled by default. Disable it when profiling the maximum frame rate; leave it enabled for normal use to avoid tearing and unnecessary GPU load.
The value is saved as vsync in project.yaml and travels with the project. Older
projects without the field default to enabled.
| Runtime path | VSync off behavior |
|---|---|
| Editor Play mode | Uncaps the editor render loop while a scene is running; normal editing remains synchronized |
| Generated standalone GLFW build | Uses swap interval 0 |
| Exported Linux GLFW, Windows/Linux Sokol OpenGL, or Windows Direct3D 11 build | Uses swap interval 0 |
| Exported Vulkan build | Prefers Immediate presentation, then Mailbox; falls back to FIFO if neither is supported by the system |
| Exported macOS Metal build | Remains synchronized; the generated CMake project prints a warning |
Platform control
A graphics driver, compositor, or window system may still impose presentation limits after VSync is disabled. Compare a standalone build when collecting final performance numbers because the editor adds its own rendering overhead.
Window¶
Open Project → Project Settings to control the OS window that desktop builds create at startup:
| Setting | Default | Effect |
|---|---|---|
| Window Mode | Windowed | Initial window state: Windowed, Maximized, or Fullscreen |
| Window Width / Height | Canvas size | Initial window size in pixels, and the size restored when leaving fullscreen |
| Window Resizable | Enabled | Whether the player can resize the window |
| Window Title | Project name | Title-bar text; leave empty to use the project name |
The values are saved as windowMode, windowWidth, windowHeight,
windowResizable, and windowTitle in project.yaml and travel with the project.
Projects saved before these fields existed start windowed at their canvas size.
Fullscreen starts the game on the primary monitor at the current desktop video mode
(borderless-style, no display mode switch) and falls back to windowed when no monitor
is available. Scripts can still toggle fullscreen at runtime with
requestFullscreen / exitFullscreen;
leaving fullscreen restores the configured window size.
| Runtime path | Behavior |
|---|---|
| Editor Play mode | Not affected — Play renders inside the editor viewport |
| Generated standalone GLFW build | All settings honored |
| Exported Linux GLFW build | All settings honored |
| Exported Windows/macOS Sokol build | Size, title, and fullscreen honored; Maximized falls back to windowed and the window is always resizable |
| Exported macOS Xcode (apple backend) build | Uses the storyboard-defined window; project window settings are not applied |
| Web, Android, iOS | Ignored — the game always fills the browser canvas or the device screen |
Save strategy¶
- Save scenes after structural edits (Ctrl+S).
- Save project settings after changing export configuration.
- Keep generated export output outside the source project folder.
- Commit human-authored files (scenes, scripts, assets) to version control; ignore local build folders and generated C++ glue.