Sedulous is a code-first game engine written in Beeflang with Vulkan/DX12 rendering backends and an ECS-style scene system. Everything is driven by code – scenes, entities, components, and resources are all created and configured programmatically. An optional editor is available for visual scene authoring and asset management, but it is not required.
Step-by-step guides for using the engine, from first project to advanced architecture.
| Chapter | Topic |
|---|---|
| 00 - Getting Started | Project setup, first app, minimal scene with camera/light/mesh |
| 01 - Scenes and Entities | Scene lifecycle, entities, transforms, hierarchy, components, update phases |
| 02 - Resources | Resource system, registries, loading, async loading, hot-reload |
| 03 - Rendering | Cameras, lights, meshes, materials, shadows, sprites, decals, post-processing |
| 04 - Input | Keyboard, mouse, gamepad, action/binding system, input contexts |
| 05 - Audio | Clips, sources, 3D spatialization, bus system, effects, sound cues |
| 06 - Animation | Skeletal animation, property animation, animation graphs |
| 07 - User Interface | View hierarchy, layouts, controls, styling, drag-drop, screen/world-space UI |
| 08 - Physics | Rigid bodies, collision shapes, body types |
| 09 - Particles | Particle effects, emitters, behaviors, emission shapes, soft particles |
| 10 - Navigation | NavMesh agents, obstacles, pathfinding |
| 11 - Engine Architecture | Context, subsystems, custom gameplay systems, messaging, update loop |
| 12 - Editor | Scene editor, asset browser, inspector, prefabs, layout persistence |