Documentation

Quick Start

1
Download Chisel & Tools

Grab the latest release (assuming you've purchased).

2
Create a New Visual Studio Solution

Create a solution where you will be storing all of your games, and working on them! Then just add the Engine and FPS Template projects to your solution.

3
Open the FPS Template

Build and run the included FPS template project (with the -compile flag) to see the engine in action.

4
Read the Basics

Check out the core concepts section to understand how Chisel is structured.


Getting Started

  • Getting Started — Setting up Chisel and running the FPS template.
  • Editor Setup — Getting Rockwall 2 and the other tools configured for your project.
  • Core Concepts — How Chisel is structured and how the pieces fit together.

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, managing volume categories, and using the sound system in code.

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.
  • Level Transitions — Transitioning between maps and carrying entities across levels.

Using the FPS template

  • Writing Your First Entity — Build a wandering enemy from scratch that chases the player and ragdolls on death.
  • Weapons — Creating weapons using the FPS template's BaseWeapon system.
  • NPC System — Using the FPS template's BaseNPCController for full-featured enemies.

Code References