Documentation


Getting Started

  • Getting Started — Installing the SDK and running the FPS template for the first time.
  • Editor Setup — Launching Rockwall 2 for your project.
  • Core Concepts — How Chisel is structured and how the pieces fit together.
  • The SDK Launcher — Managing roots, projects, and builds with the SDK Launcher.

World Building

  • Mapping — Using Rockwall 2 to build levels.
  • Materials — Creating and configuring .cmt material files.
  • Models — Everything about the Model Editor: importing, sequences, events, attachments, bone physics, and using models in code.
  • Particle Systems — Using the Particle Editor to make effects and spawning them in code.
  • Sound — Playing sounds with SoundScripts, and the lower-level SoundDevice API underneath them.

Coding & Advanced Mapping

  • Physics — Working with physics bodies, forces, collision layers, and stepping.
  • Input — Reading keyboard and mouse input using the engine's input helpers.
  • CVars & Console Commands — How to expose tunable values and register custom console commands.
  • The Save System — How saving and loading works, and how to save custom entity data.
  • Advanced Outputs — Delays, refire, the _activator target, and pass variables.
  • Getting Started with IO Scripting — Write your first EXScript program to power an entity connection.
  • Advanced IO Scripting — Functions, vectors, pass variables, and engine queries in EXScript.
  • Level Transitions — Transitioning between maps and carrying entities across levels.
  • Programmatic UI — Building UI in code with Gum and with Chisel's own CGUI helper layer.

Using the FPS template

  • Writing Your First Entity — Build a sentry turret from scratch that detects, aims at, and fires on the player.
  • Weapons — Creating weapons using the FPS template's fire-mode based BaseWeapon system.
  • NPC System — Building enemies and companions with the FPS template's NpcController.

Code References