Game & Resources
This section covers everything needed to author content for Glitter — scenes, models, shaders, textures, and Lua scripts.
All content lives under resources/testGame/.
Resource folders
| Folder | URL scheme | Contents |
|---|---|---|
scenes/ | scenes:// | Scene JSON files |
models/ | models:// | Model descriptor JSON files |
materials/ | materials:// | Shared material prototype JSON files |
shaders/ | shaders:// | Shader descriptor JSON files |
textures/ | textures:// | Texture images |
environments/ | environments:// | IBL environment descriptor JSON files |
scripts/ | scripts:// | Lua scripts |
fonts/ | fonts:// | Font files |
Engine defaults also ship camera sensor profiles (cameras://) and light source profiles (lights://), sourced from the Physically Based open database by Anton Palmqvist.
Core principle — scenes are reference-only
Scenes hold transforms and pointers. All geometry, material, and texture data live elsewhere:
scene node → transform + type + children + models:// reference
model descriptor → shape params + materials:// references
material descriptor → shader + textures + PBR factors
Nothing more in the scene itself.
Where to go next
- Scene Format — top-level structure, settings, transform, properties
- Node Types — all node types with examples
- Camera System — legacy FoV, physical focal length + sensor, 116 camera profiles
- Lighting System — light types, physical units, colour temperature, 21 light profiles
- Model Descriptors —
gltf,glitter_primitive,glitter_skydome - Material Descriptors — PBR material format, 100+ physically-based presets, prototype catalogue
- Prototype Textures — tileable placeholder texture library
- Lua Scripting — lifecycle, modules, coroutines, editor setup
- Creature & Brain — player and NPC entity model
- Engine API Reference — full
Engine.*function listing