Guides
35 pages.
| Name | Summary |
|---|---|
| Animation: a first character that moves | The way in to animation in this engine: import a model, give it an animator, play its clips, switch between them, blend, loop, react to events, and rig a model that came with no skeleton. |
| The asset library | The asset library is where models you generate, import or reuse are kept, so the next project can find them again instead of making them twice. |
| Audio | The mixer lives in crates/audio (src/mixer.rs); its module docs are the full reference for buses, snapshots, music and the voice cap. |
| Breaking changes: what we promise about your project | Draft for sign-off, 25 Oct 2026. The commander signs off the engine rules. |
| Clouds | How to put clouds in a scene's sky and shape them: the fields, what each one draws, recipes to copy, what it costs and what it cannot do. |
| Editor and managed sessions | Production foundations E1 (workspace and session lifecycle), the runtime half of T1 (session-bound control), and E2 (the human-facing editor surface, wave C, in progress). |
| Native export — engine export | Production foundations S4 and S5. |
| Foliage presets | Plant a scene's terrain with a named plant community in one call: |
| Input: the action map, remapping, and where a player's keys are kept | Three documents meet here. |
| Make a kart race in 15 minutes | Start from the Kart Starter, then add a rival, a start line, a sunny sky, roadside plants and a race HUD with a minimap. |
| Known issues (tester build 0.7) | Thanks for testing. |
| Lighting | How a Talos scene is lit in the HD renderer, what each part costs, and what it cannot do yet. |
| Look presets | Ready-made looks: blocks of existing scene settings (meta.environment.sky, meta.environment.ambient, meta.render) for a scene. |
| 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. |
| Writing a networked-ready game | Multiplayer is coming; it isn't in this build. You can't turn on a networked game yet. |
| Netcode | Rollback netplay runs on a local network or a tailnet (November 2026): every machine runs the whole simulation, only inputs cross the network, and a relay that never runs the game keeps everyone in step. |
| NPCs: thinking characters as data | An NPC type is one TypeScript file of data. |
| Plugins | A plugin adds a feature to a project that not every project needs: DIS networking, an instructor console, scorecards. |
| 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. |
| Script performance: writing behaviours that stay cheap | Behaviours run on QuickJS, an interpreter. |
| The authoring SDK | The installed editor type-checks TypeScript behaviours and describes a project's screens. |
| Self-test: the release smoke check | --self-test <scenario> plays a scenario inside the engine and exits with its verdict. |
| Shaders | A shader file is a .shader.wgsl (asset kind shader): a few //! header lines, then plain WGSL with a surface() function. |
| Start here | This page gets you from the installer to a game you can send to someone in about ten minutes, then into your first hour with the Kart starter. |
| 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. |
| Training scenarios | This guide is for engineers who build training simulations: driving, maritime, emergency response, ground operations. |
| Events, metrics and scorecards | Day 2, hours 1 to 3 of the training path. |
| Your first scenario: Crossing Drive | Day 1 of the training path. |
| The instructor | Day 2, hours 4 and 5 of the training path. |
| Reviewing a run | Day 2, hours 6 and 7 of the training path: the after-action review. |
| 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. |
| Particle effects (.vfx.json) | An effect is a file of one to eight emitters. |
| Water: seas, shores, lakes and rivers | Everything a game on this engine can do with water, and how: scene data, script calls and the editor. |