Hello Balaur
· One min read
The first commit. A game is a tree of nodes with scripts attached, scenes are TOML files, scripts hot reload, and every subsystem is a plugin.
- A game is a tree of nodes with scripts attached. Under the tree every node is an entity, and physics, rendering, audio, input and UI are plugin systems.
- A scene file declares its nodes in TOML. Plugins add their own keys:
bodyandcollidercome from the physics crate. - Saving a script swaps its code into the running game in milliseconds.
balaur editruns an editor written in the engine's own scripts.balaur exportprecompiles scripts into a.bpak, andbalaur playruns from the bytecode.- Without the
windowfeature everything runs headless: tests, servers, CI.
[[nodes]]
name = "Ball"
position = [0.0, 6.0, 0.0]
script = { source = "scripts/ball" }
body = "dynamic" # from balaur_physics
collider = { shape = "ball", radius = 0.5 } # from balaur_physics
