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Documentation

The manual, the reference, and how to ship a build from Forge.

Introduction Start here: what Balaur is, the deterministic 2D and 3D simulation, Rune scripts that hot reload, the editor, and the parts of the manual to read next.
Principles What Balaur optimises for (fast to run, fast to iterate, easy to use).
Getting started Download the Balaur editor, make a project, press play, and edit a script that reloads on save.
The CLI Every balaur command (new, run, edit, export, play, import, replay, api) and the three run modes: headless, offscreen and windowed.
Build from source The Rust toolchain, the packages each platform needs, and the first build of the Balaur engine and editor.
Coming from Godot A Godot to Balaur mapping, one line each: project.godot to project.toml, .tscn to TOML, node types to components, GDScript to Rune, export to one binary.
Manual 19 stránek
Architecture The layers of the Balaur engine: Rune scripts, the language-neutral script seam, the ECS core, and the plugins every subsystem is built as.
Quality Balaur CI: rustfmt and clippy on three platforms, house lints, ~1,200 tests, every example run twenty ways, and determinism traces.
Benchmarks The Balaur game engine measured on the same physics and scene-tree scenes the Godot benchmark suites publish: what a tick costs, what rapier costs inside it, and what the engine adds.
Built on The Rust libraries under Balaur (hecs, Rapier, wgpu, egui, rodio, gilrs, Rune, glam and libm) and what each one does for the engine.
Reference Every component, asset type and script module in the Balaur game engine.
Forge Cloud builds for Balaur projects — push a repository, get a signed build for every platform.
Roadmap What the Balaur game engine does today and what each version adds: editor, rendering, physics, networking, platforms and shipping, one page per version.