Documentation
- 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.
- 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.
- 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.
- 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.