Docs

Sedulous Engine Documentation

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.

Manual

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