llms.txt
+200 −1
− - [Using the Game Kits from Godot (GfGameHost, GfGameView)](https://gripforge.ai/docs/guides/godot): Usage guide of the Godot addon: getting started in five steps without Rust, export a game as a Godot project (gripforge game-export --target godot: the prebuilt addon is fetched for Windows, macOS and Linux, checked and cached; --platforms, --addon offline, --with-web), supported Godot versions and platforms, what GfGameView draws of the kits (models, clips, camera, lights, module commands) and w+ - [Using the Game Kits from Godot (GfGameHost, GfGameView)](https://gripforge.ai/docs/guides/godot): Usage guide of the Godot addon: attach GripForge to your own Godot project (gripforge game-attach, --check, --force, manual_setup_found, export_not_needed; never an export), getting started in five steps without Rust, export a game as a new Godot project (gripforge game-export --target godot: the prebuilt addon is fetched for Windows, macOS and Linux, checked and cached; --platforms, --addon offl+ - [Using the Game Kits from Unreal (UGfGameHost, UGfGameComponent)](https://gripforge.ai/docs/guides/unreal): Usage guide of the Unreal plugin GripForgeKits: export a game as an Unreal project (gripforge game-export --target unreal: the prebuilt libraries libgfkits and libgfpresent are fetched and checked, the plugin compiled at the first opening; --capi and --plugin offline), AGfGameMode, UGfGameComponent in your own level (models by slot, input, camera, events, HUD rows), every call of UGfGame+ - [Shadows of your models: modes in the passport](https://gripforge.ai/docs/guides/shadows): Usage guide of the render.shadows module: the shadow modes (auto, enabled, disabled, dynamic, cached, blob, baked), the passport section kits.shadows, archetype defaults, the game keeping only its departures, and how the game copy carries the mode to the four engines.+ - [Level of detail in your game (render.lod)](https://gripforge.ai/docs/guides/render-lod): Usage guide of the render.lod kit: what it decides (mesh level by the size shown, culling, impostor, shadow, update rate), turning it on, the profiles, categories and tags with their defaults, the frame-time budget, per-entity tags and the passport, how each engine applies the levels, events, service, debug.+ - [Display optimisation of your game (render.optimize)](https://gripforge.ai/docs/guides/render-optimize): Usage guide of the render.optimize kit: the levers (instancing, merge, cull, streaming, kept static shadows, warm, vat) and their defaults, departures per entity (passport section, rules, tags, setEntity, the hook render.optimize.entity), how each engine applies them, debug.+ - [The core loop of your game (tick, physics, render)](https://gripforge.ai/docs/guides/core-loop): Usage guide of the loop every game runs on: the three clocks (game tick, physics step, render), the tick of each genre, render and physics Workers on the web, the engines (game.engine decides the loops, the host plugs them on the engine callbacks), and the checks that fail a game or kit (gripforge game-check --loop, gripforge_core_loop_check, kit build, gripforge_game_audit) with their fixes.+ - [Asking the physics without waiting (orders and tickets)](https://gripforge.ai/docs/guides/physics-async): Usage guide for kits and tests that talk to the physics: reads that never wait, fire-and-forget orders, questions that hand out a ticket (ask_move_character, ask_cast_character, ask_raycast, ask_overlap_sphere, ask_overlap_box) polled with poll_moved / poll_hit / poll_found, the JavaScript form, where the physics runs, counters.+ - [Reading the kits' memory in place (structures)](https://gripforge.ai/docs/guides/structs): Usage guide of the memory structures: the entity rows and the poses an engine reads in place (gfk_zone, gfk_present_poses, gfk_structs, gfk_copied), the generated accessors for C#, C++, GDScript, Rust and JavaScript, the check at load and its messages, rules for a module in another language.+ - [Multiplayer for your game (net.* kits, gfnet-server)](https://gripforge.ai/docs/guides/net): Usage guide of the net.* kits: choosing the sync kit (state, claim, authoritative, rollback, async), turning it on, the settings and their defaults, server-side validation hooks, modding limits, events, the gfnet-server program and its flags, what each engine and libgfkits provide, errors.+ - [Multiplayer web game on the kits (rooms and invitations)](https://gripforge.ai/docs/guides/web-multiplayer): Usage guide: choosing the network model of a web game (claim, authoritative, rollback, state and config.net {model, sync, physics}), keeping it playable alone, opening a room at /play/online/host/<project>?players=N, inviting the other players, previewing and testing before sharing, errors.+ - [Scenes, levels and content (game.engine)](https://gripforge.ai/docs/guides/scenes): Usage guide of game.engine scenes: scene kinds and roles, next scene and backgrounds, the sceneFlow config (title as a scene, loading, unload, failures), stacked and kept scenes, archetypes and scripts with their verbs, the hooks engine.scene.change, engine.scene.release and engine.scene.failed, events, save, engines.+ - [Controls and input of your game (input.* kits)](https://gripforge.ai/docs/guides/input): Usage guide of input.actions, input.scheme, input.remap, input.virtualpad and input.pointer_lock: the chain from devices to actions to a control scheme, choosing a scheme by kind of game, settings and defaults, labels of keys, intents and composed actions, hooks, rebinding, the on-screen pad, mouse capture, engines.+ - [Combat in your game (combat.* kits)](https://gripforge.ai/docs/guides/combat): Usage guide of combat.core and the combat family: the damage pipeline, health, shield, statuses, knockback, settings and defaults, verbs, hooks (combat.damage, combat.death, combat.heal, combat.shield, combat.status.apply), events, and a map of the melee, ranged, ability, duel, turn-based and fighting kits.+ - [The player character (character.* kits)](https://gripforge.ai/docs/guides/character): Usage guide of the character kits: choosing third-person, first-person, top-down or platformer, roster and forms, settings and defaults, character.control and camera services, events, hooks (character.jump, character.respawn, character.action), engines.+ - [Enemies in your game (enemy.* kits)](https://gripforge.ai/docs/guides/enemies): Usage guide of enemy.ai, enemy.boss, enemy.horde and enemy.stalker: the enemies document, attacks, allies and teams, boss phases and patterns, waves and noise, the stalker cycle, settings and defaults, verbs, hooks, engines.+ - [Non-player characters (npc.* kits)](https://gripforge.ai/docs/guides/npcs): Usage guide of npc.core and npc.pedestrian: the NPC document, behaviours, perception, navigation, escorts, the pedestrian crowd, settings and defaults, events, hooks (npc.spawn, npc.switch, npc.respawn, pedestrian.spawn, pedestrian.hit), engines.+ - [Quests, missions and dialogue (quest.graph, mission.system, npc.dialogue, dialogue.voice)](https://gripforge.ai/docs/guides/quests): Usage guide of missions, quest graphs, NPC dialogue and voiced dialogue: documents, node and step types, rewards, givers and tracking, settings and defaults, hooks, engines.+ - [Inventory and equipment (inventory.* kits)](https://gripforge.ai/docs/guides/inventory): Usage guide of inventory.basic and inventory.equipment: items, stacks, pick-ups, containers, gear and stats, carry weight, settings and defaults, services, verbs, hooks, engines.+ - [Money and shops (economy.money, trade.shop)](https://gripforge.ai/docs/guides/economy): Usage guide of economy.money and trade.shop: the balance and its rules, shops, offers, stock and restock, settings and defaults, verbs, hooks (money.earn, money.spend, shop.open, shop.buy, shop.sell), engines.+ - [Vehicles in your game (vehicle.* kits)](https://gripforge.ai/docs/guides/vehicles): Usage guide of the vehicle kits: driveable cars, entering and exiting, doors, damage, upgrades, boost pads, rival drivers and spaceships; settings and defaults, services, events, hooks, engines.+ - [Puzzles: beams and circuits (puzzle.* kits)](https://gripforge.ai/docs/guides/puzzles): Usage guide of puzzle.beams and puzzle.circuits: the Rust puzzle engines, configuration, trace, step, sync and resolve commands, limits, composition, engines.+ - [Sport: ball matches and golf (sport.* kits)](https://gripforge.ai/docs/guides/sport): Usage guide of sport.ball and sport.golf: the field, teams and match rules, the golf course data, shot rules, settings and defaults, services, events, hooks, engines.+ - [HTML interface over your game (ui.webui)](https://gripforge.ai/docs/guides/ui-webui): Usage guide of ui.webui: the page API, transports, input sharing between the page and the game, settings and defaults, building the page, fragments of presentation modules, events and service, engines and limits.+ - [Menus, theme, prompts and end screen (ui.* kits)](https://gripforge.ai/docs/guides/ui-screens): Usage guide of ui.menu, ui.theme, ui.prompts, ui.endscreen and ui.cursor: screens, settings and defaults, theme groups and presets, key prompts that follow the bindings, end conditions, recap and credits, the game cursor.+ - [Large-world terrain (world.terrain)](https://gripforge.ai/docs/guides/world-terrain): Usage guide of world.terrain: a studio map or a seed, settings and defaults, material layers and ground textures, vegetation rules and living coverage, streaming and colliders, edits, service, the terrain.edit hook, scenes, engines.+ - [Waves of minions (minion.waves)](https://gripforge.ai/docs/guides/minion-waves): Usage guide of minion.waves: the wave state machine, routes and teams, settings and defaults, minion types, recipes, hooks minion.spawn and minion.reward, events, service, save.+ - [Cinematics and cutscenes (game.cinematic)](https://gripforge.ai/docs/guides/game-cinematic): Usage guide of game.cinematic: authoring a sequence (shots, cast, timeline, cues, acting tracks, spoken lines), settings and defaults, playing from the game, events and hooks, engines.+ - [Debug inspector of your game (debug.inspector)](https://gripforge.ai/docs/guides/debug-inspector): Usage guide of debug.inspector: what the panel shows, who may open it, settings and defaults, cost, the gripforge.debug/1 API for pages and agents, the debug.open hook, kit modes.+ - [Environment of your world (world.* kits)](https://gripforge.ai/docs/guides/world-environment): Usage guide of the environment kits: world.lighting, world.daynight, world.weather, world.atmosphere, world.water, world.fluids, world.biomes, world.grass and world.bindings: the map, settings and defaults, services, hooks, modding, engines.+ - [HUD kits (hud.*)](https://gripforge.ai/docs/guides/hud): Usage guide of the HUD kits: hud.action, hud.open_world, hud.moba, hud.nameplates, hud.minimap and hud.tactical: what each shows, settings and defaults, scenes, modding, engines.+ - [Game audio (audio.core)](https://gripforge.ai/docs/guides/audio-core): Usage guide of audio.core: buses and player mix, the sound bank, cues from events to sounds, music and ambience, the service, modding, acoustics, engines.+ - [Texts and languages (i18n.text)](https://gripforge.ai/docs/guides/i18n-text): Usage guide of i18n.text: translation tables, ICU messages with plurals, language choice, settings and defaults, service, adding a language by a mod, engines.+ - [Save slots (save.persistence)](https://gripforge.ai/docs/guides/save-persistence): Usage guide of save.persistence: slots, quick save and autosave, the Load / Save screen, storage, the save.write and save.load hooks, modding, engines.+ - [Graphics settings of the player (settings.graphics)](https://gripforge.ai/docs/guides/settings-graphics): Usage guide of settings.graphics: the Graphics tab, options per engine, presets, settings and defaults, rows from other kits, modding.+ - [Asset loading, cache and metadata (asset.* kits)](https://gripforge.ai/docs/guides/asset-preload): Usage guide of asset.preload, asset.cache and asset.meta: the loading plan in phases, the device cache, asset passports, settings, hooks, modding, engines.+ - [Navigation and paths (ai.navigation)](https://gripforge.ai/docs/guides/ai-navigation): Usage guide of ai.navigation: layered paths from live collision, the agent, settings and defaults, route and steer, the navigation.plan hook, limits, engines.+ - [Visual effects of combat (fx.* kits)](https://gripforge.ai/docs/guides/fx-kits): Usage guide of fx.hit_flash and fx.ability_vfx: the flash on a hit, the effect bound to an ability, settings and defaults, services, modding.+ - [Animal behavior (animal.behavior)](https://gripforge.ai/docs/guides/animal-behavior): Usage guide of animal.behavior: one named instance per animal that decides needs, fleeing, defense, hunting, herding and wandering, with confirmed effects, settings, commands, events, hooks and presets.+ - [Animal breeding (animal.breeding)](https://gripforge.ai/docs/guides/animal-breeding): Usage guide of animal.breeding: mating eligibility, reserved litters, gestation, deterministic trait inheritance and confirmed births, with settings, commands, events, hooks and presets.+ - [Animal taming (animal.taming)](https://gripforge.ai/docs/guides/animal-taming): Usage guide of animal.taming: per-handler trust, fear, confirmed feeding and soothing, ownership, bond loss, release and transfer, with settings, commands, events, hooks and presets.
Showing the first 40 of each.