1.
Welcome
2.
What is The Machinery
3.
Licenses
4.
FAQ
5.
Glossary
6.
Troubleshooting
7.
Contribution
8.
Getting Started
❱
8.1.
Contents of binary distribution
8.2.
Sign In
8.3.
Project Setup
8.4.
Version Control
8.5.
New Project
8.6.
First Gameplay Project
8.7.
Sample Projects
8.8.
The Machinery for Unity Devs
8.9.
The Machinery for Unreal 4 Devs
8.10.
The Machinery for Godot Devs
8.11.
Introduction to C
❱
8.11.1.
Memory Management
8.11.2.
List, Arrays, Vectors
8.11.3.
HashMaps & Sets
8.11.4.
Concurrency in Machinery
8.11.5.
String processing
8.11.6.
Types: void* and struct padding
9.
The Editor
❱
9.1.
About Tabs
9.2.
Entity Tree Tab
9.3.
Scene Tab
9.4.
Properties Tab
9.5.
Asset Browser
9.6.
Simulate Tab
9.7.
Preview Tab
9.8.
Customizations
10.
Editing Workflows
❱
10.1.
Entities
10.2.
Import Assets
10.3.
Import Projects
10.4.
Asset pipeline by Example
10.5.
Prototypes
❱
10.5.1.
How to Create Prototypes
10.5.2.
How to Instantiate Prototypes
10.6.
Meshes / Materials / Shaders
10.7.
Simulation
10.8.
Visual Scripting: Entity Graphs
10.9.
Physics
10.10.
Animation
❱
10.10.1.
Animation State Machines
10.10.2.
Animation Compression
10.11.
Sound
10.12.
Publish
10.13.
Sculpt Tool / White boxing
11.
The Truth
❱
11.1.
Access values
11.2.
Create an object
11.3.
Modify an object
11.4.
Common Types
11.5.
Aspects
11.6.
Create a Truth Type
12.
Creation Graphs
❱
12.1.
Creation Graphs for Untiy Dev's
12.2.
Creation Graphs for Unreal 4 Dev's
12.3.
Node Types
12.4.
Shader System Interaction
13.
Graphics
❱
13.1.
Camera
❱
13.1.1.
Physically Based Light and Cameras
13.2.
Default Render Pipeline
13.3.
Meshes / Materials
13.4.
Shaders
13.5.
The Machinery Shading Language
13.6.
.tmsl Visual Studio Extension
13.7.
Lighting
❱
13.7.1.
Ambient Occlusion
13.8.
Post Processing
❱
13.8.1.
Anti-Aliasing
13.8.2.
Exposure
13.8.3.
Bloom
13.8.4.
Color Grading
14.
Extending The Machinery
❱
14.1.
The Plugin System
❱
14.1.1.
Write a plugin
14.1.2.
Sample Plugins
14.1.3.
Write a tab
14.1.4.
Plugin assets
14.2.
Hot-reloading
14.3.
Application Hooks
14.4.
Premake
14.5.
tmbuild
15.
Gameplay coding
❱
15.1.
Simulation Entry in C
15.2.
Visual Scripting
❱
15.2.1.
Subgraphs
15.2.2.
Debugger
15.2.3.
Extending the Entity Graph
15.2.4.
Custom Data Type for the Entity Graph
15.3.
Entity Component System
❱
15.3.1.
What are components
15.3.2.
How can Entities Interact?
15.3.3.
How to design a System or an Engine?
15.3.4.
How to define a System or an Engine?
15.3.5.
How to register a System or an Engine?
15.3.6.
Write a custom component
15.3.7.
Tagging Entities
15.3.8.
Filtering Entities
15.3.9.
Simulation Lifecycle
15.4.
Gameplay Entry Point Comparison
16.
Tutorials
❱
16.1.
Creation Graph
❱
16.1.1.
Creation Graph Introduction Series
❱
16.1.1.1.
Simple Texture Compression
16.1.1.2.
Creation Graph Prototype
16.1.1.3.
Custom Import Settings
16.1.2.
Creating Custom GPU Nodes
16.1.3.
Creating Custom CPU Nodes
16.1.4.
Creating Custom Geometry Nodes
16.1.5.
Calling Creation Graphs from Code
16.1.6.
Creating a Custom Raymarching Output Node
16.2.
Physics
❱
16.2.1.
Triggers
16.2.2.
Arkanoid
16.2.3.
Contacts
16.2.4.
Kinematic
16.2.5.
Stack
16.3.
The Truth
❱
16.3.1.
Creating a Custom Asset Type
❱
16.3.1.1.
Part 1 - Create an Asset Truth Type, Addable via Asset Browser
16.3.1.2.
Part 2 - Custom UI
16.3.1.3.
Part 3 - Custom Importer
16.3.2.
Adding Drag and Drop to Assets
16.3.3.
Open Asset in Tab
16.4.
Network
❱
16.4.1.
Part 1: Network Asset
16.4.2.
Part 2: Multiple Instances
16.4.3.
Part 3: Entity Control
16.4.4.
Part 4: Multiple Players
16.4.5.
Part 5: Variable Replication (Graph)
16.4.6.
Part 6: Smooth Animation
16.4.7.
Part 7: Spawning Entities
16.5.
UI
❱
16.5.1.
Build Custom UI Controls
❱
16.5.1.1.
Part 1
16.5.2.
Toolbars and Overlays
16.5.3.
Custom Tab Layouts
17.
Collaboration
18.
QA Pipeline
❱
18.1.
Statistics Tab
18.2.
Profiler Tab
18.3.
Memory Usage Tab
18.4.
Logging
18.5.
Write your own unit tests
18.6.
Write your own integration tests
19.
Build Tools
❱
19.1.
How to use tmbuild
19.2.
How to use hash
19.3.
tmbuild package reference
19.4.
Libs json reference
19.5.
Premake
20.
Writing an executable
Light (default)
Rust
Coal
Navy
Ayu
The Machinery Book
QA Pipeline
The Machinery comes with some built-in tools to support you in building games.
Unit Test Framework
Integration Test Framework
Profiler and profiling framework
Memory leak Detection