Guides
11 pages.
| Name | Summary |
|---|---|
| Editor and managed sessions | The editor and its managed sessions: the workspace and session lifecycle, session-bound control of the running game, and the human-facing editor surface. |
| Native export — engine export | Exporting a game as one executable. |
| Input: the action map, remapping, and where a player's keys are kept | Three documents meet here. |
| Materials | A material file is a physical material a person or an agent writes by hand: a small JSON file whose name ends in .material.json. |
| Finding out why a game is slow | The engine carries a flight recorder. |
| Talos raw query API — v1.0.0 | Frozen. This document is the contract packages/observe (step 06) and the critic (steps 07–08) are written against. |
| The authoring SDK | The installed editor type-checks TypeScript behaviours and describes a project's screens. |
| Start here | Talos is a game engine you can drive yourself or hand to your own tools and scripts. |
| The starter course | A small playable project: a third-person collection course with five pickups, a ramp, a flight of steps, a locked exit and a restart key. |
| Authoring Talos UI | This is the reference for writing a game screen: the files, the TSX, the stylesheet, the values a behaviour pushes in, and every diagnostic the engine will hand back. |
| Wheels and vehicles | Two components. |