Talos docs

Guides

35 pages.

NameSummary
Animation: a first character that movesThe 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 libraryThe 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.
AudioThe 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 projectDraft for sign-off, 25 Oct 2026. The commander signs off the engine rules.
CloudsHow 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 sessionsProduction 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 exportProduction foundations S4 and S5.
Foliage presetsPlant a scene's terrain with a named plant community in one call:
Input: the action map, remapping, and where a player's keys are keptThree documents meet here.
Make a kart race in 15 minutesStart 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.
LightingHow a Talos scene is lit in the HD renderer, what each part costs, and what it cannot do yet.
Look presetsReady-made looks: blocks of existing scene settings (meta.environment.sky, meta.environment.ambient, meta.render) for a scene.
MaterialsA 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 gameMultiplayer is coming; it isn't in this build. You can't turn on a networked game yet.
NetcodeRollback 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 dataAn NPC type is one TypeScript file of data.
PluginsA plugin adds a feature to a project that not every project needs: DIS networking, an instructor console, scorecards.
Finding out why a game is slowThe engine carries a flight recorder.
Talos raw query API — v1.0.0Frozen. This document is the contract packages/observe (step 06) and the critic (steps 07–08) are written against.
Script performance: writing behaviours that stay cheapBehaviours run on QuickJS, an interpreter.
The authoring SDKThe 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.
ShadersA shader file is a .shader.wgsl (asset kind shader): a few //! header lines, then plain WGSL with a surface() function.
Start hereThis 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 courseA 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 scenariosThis guide is for engineers who build training simulations: driving, maritime, emergency response, ground operations.
Events, metrics and scorecardsDay 2, hours 1 to 3 of the training path.
Your first scenario: Crossing DriveDay 1 of the training path.
The instructorDay 2, hours 4 and 5 of the training path.
Reviewing a runDay 2, hours 6 and 7 of the training path: the after-action review.
Authoring Talos UIThis 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 vehiclesTwo components.
Particle effects (.vfx.json)An effect is a file of one to eight emitters.
Water: seas, shores, lakes and riversEverything a game on this engine can do with water, and how: scene data, script calls and the editor.