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Resources & Assets

Doriax projects combine editor-managed resources with runtime pools and file helpers. Assets are authored or imported in the editor, copied and transformed during export, then loaded on demand by the runtime as needed.

Asset types

Asset type Formats Loaded by
Textures PNG, JPG, TGA, BMP, PSD, HDR, SVG Texture, texture pools
3D Models GLTF, GLB, OBJ Model, MeshSystem
Materials Engine .material files (YAML) Material struct, linked from mesh submeshes
Audio OGG, WAV, MP3, FLAC SoundPool, Sound
Fonts TTF, OTF Font pool, Text components
Shaders Shader data (engine format) ShaderPool, RenderSystem
Scenes YAML scene files SceneManager
Bundles YAML bundle files BundleManager

Loading assets at runtime

Most high-level objects accept a file path and load the resource automatically:

-- Texture loaded by a Sprite
sprite = Sprite(scene)
sprite:setTexture("sprites/hero.png")

-- Model loaded from GLTF
model = Model(scene)
model:loadGLTF("models/hero.gltf")

-- Sound loaded by Sound object
sfx = Sound(scene)
sfx:loadSound("audio/jump.ogg")
Sprite sprite(&scene);
sprite.setTexture("sprites/hero.png");

Model model(&scene);
model.loadGLTF("models/hero.gltf");

Sound sfx(&scene);
sfx.loadSound("audio/jump.ogg");

Vector images (SVG)

.svg files are treated as textures: they are rasterized to RGBA when loaded, so they work anywhere a raster texture does — sprites, UI images, and material maps. Only the features of the bundled rasterizer are drawn (basic shapes, paths, solid and gradient fills, and strokes); there is no text or filter/effect support, so convert text to paths when authoring.

By default an SVG is rasterized at its intrinsic size (the width/height or viewBox in the file). Because a vector is resolution-independent, you can rasterize it larger for crisp results on high-DPI displays or when the image is drawn bigger than its native size. The rasterization scale is set per texture (2.0 = twice the intrinsic resolution) and has no effect on raster images:

local data = TextureData()
data.svgScale = 4
data:loadTextureFromFile("ui/icon.svg")  -- a 24x24 SVG -> 96x96 texture
TextureData data;
data.setSVGScale(4.0f);
data.loadTextureFromFile("ui/icon.svg");  // a 24x24 SVG -> 96x96 texture

The scale can also be set directly on a Texture reference — svgScale in Lua, setSvgScale() in C++ (see Texture):

local icon = Texture("ui/icon.svg")
icon.svgScale = 4  -- a 24x24 SVG -> 96x96 texture
Texture icon("ui/icon.svg");
icon.setSvgScale(4.0f);  // a 24x24 SVG -> 96x96 texture

The property is saved with the scene and applied in exported projects, and because the scale is part of the texture's identity, different slots can use the same SVG at different resolutions. This is what the editor's per-slot SVG Scale control edits; see Properties — texture fields. The legacy path form "ui/icon.svg?svgScale=4" is still accepted and absorbed into the property when the path is set. The rasterized size is capped to a GPU-friendly limit, so very large scales are rejected rather than allocated.

Material files

.material files store PBR parameters outside scene YAML so many meshes can reference one definition. Each file lists colour factors, metallic/roughness scalars, and relative texture paths — the same fields as the Material struct.

In the editor, drag a material preview from Properties into the Resources Browser to create a file, or drag an existing .material from the browser onto a mesh to link it. Linked materials reload when the file changes. See Resources Browser — Material files.

At runtime, linked materials are resolved when the scene loads; exported games bundle the referenced textures and material data like any other asset.

Runtime pools

Pools avoid loading the same resource data twice and centralize ownership. Objects that use the same file path share the underlying data.

Pool Managed resource
TextureDataPool Raw decoded texture data (pixels)
TexturePool GPU-side texture handles
ModelPool Parsed 3D model and skeleton data
ShaderPool Compiled shader programs
SoundPool Loaded audio data
FontPool Parsed font data

Pools are managed internally. You normally interact with them through high-level objects (Sprite, Model, Sound), but you can query pool state or pre-warm a pool for level loading.

For C++ teardown code, Engine::clearUnusedPools() releases entries that are owned only by their pool and preserves resources still referenced by active scenes or engine objects. Engine::clearPools() empties every pool and destroys pooled GPU textures and shaders, so reserve it for engine or graphics-view shutdown. If asynchronous model loads may still be running, call MeshSystem::cancelAllAsyncModelLoads() before either cleanup operation; cancellation waits for the active worker tasks to finish before it returns.

The editor performs the safe sequence automatically when you switch projects: it quiesces project-specific background work, destroys the old scenes, and then clears unreferenced pool entries.

See Engine and MeshSystem for the complete C++ API.

File I/O

FileData is the abstract base for byte-level access; File reads and writes files on disk and Data wraps an in-memory buffer. All three share readString, writeString, read8/16/32, seek, pos, length, and eof.

-- Read a file into memory (second argument: open for writing)
local f = File("saves/player.dat", false)
local contents = f:readString()
f:close()

-- Write
local out = File("saves/player.dat", true)
out:writeString(contents)
out:flush()
out:close()
File file("saves/player.dat", false);
std::string contents = file.readString();
file.close();

File paths support both project-relative and absolute paths. On mobile and web, write-accessible directories are separate from read-only resource paths — use System.getUserDataPath() for player save data, and System.getAssetPath() for read-only bundled assets.

User settings

UserSettings persists key/value pairs using each platform's native preferences storage. It is suited for player preferences, audio/video settings, and small game state. The API is typed — use the matching set…ForKey / get…ForKey pair for Bool, Integer, Long, Float, Double, String, or Data:

UserSettings.setFloatForKey("volume", 0.8)
UserSettings.setBoolForKey("fullscreen", true)

local vol = UserSettings.getFloatForKey("volume", 1.0)  -- second arg is the default
UserSettings.removeKey("obsoleteSetting")
UserSettings::setFloatForKey("volume", 0.8f);
UserSettings::setBoolForKey("fullscreen", true);

float vol = UserSettings::getFloatForKey("volume", 1.0f);

Keep heavy save data (inventory, world state) in custom binary or JSON files. Reserve UserSettings for small configuration.

Asset path best practices

Guideline Reason
Use lowercase file names Avoids case-sensitivity issues on Linux and Android
No spaces in paths Prevents build and script path parsing issues
Keep source and generated output separate Generated export data should not be committed to version control
Use relative paths from the project root Paths remain valid across different machines
Prefer GLTF for animated 3D assets Carries mesh, materials, skeleton, animations, and morph targets
Compress textures for mobile and web Keeps bundle sizes manageable

Export and asset packaging

At export time, the editor copies and processes assets into the output directory. File formats may be converted, textures compressed, and shaders compiled for the target platform. The source project folder is not modified.

See Export Window for details on the export pipeline.

See also