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Engine

DigitalHeaven.Engine is a standalone game engine written in C#. It shares the DigitalHeaven repository but is its own runtime: not a mod, not built on Unity, and independent of the pallet toolchain documented elsewhere on this site — though it reads the same compiled .pallet files that DigitalHeaven.Unity does.

Material test cubes lit by a single sun on a tiled floor, rendered by the engine with no window open

One executable is the whole engine. It opens a window and plays; with a flag it becomes a dedicated server, a remote client, an offscreen camera, a benchmark harness or a sidecar renderer for another game. Everything on the pages below is that one binary wearing a different hat.

What a world is made of, and how the engine reads it at runtime. The file formats themselves are documented under Definition Types.

How a frame is put together. Lighting, shadows, skies and lightmaps are properties of the content that carries them, and are documented with it: see Material for the shading and shadow model, and Map for skies, lightmaps and irradiance volumes.

PageThe question it answers
ArchitectureWhat is in the box, and why it is made of these parts
Input & controlsWhich key does what, and what can be tuned
Hot reloadI changed a number — do I have to relaunch
SessionsWhat happens between a connect and a world I can walk in
Running a serverHow do I host one, and what can I change while it runs
Replicated world settingsWhich rules does the server own, and how do I set them
NetcodeHow does my input become everyone’s picture of the world
Runtime assetsWhere does content come from at runtime, and how do I spawn it
SurfacesWhat is this floor made of, and what does the engine do about it
WaterWhy is this pond green, and what happens when I swim into it
Player avatarsHow do I wear a model, and how does everyone else see it
AudioWhat makes noise, and where is it coming from
Level editorHow do I move something and keep the change
Scene manipulationHow do I change a world from the console without recompiling
Camera & view effectsWhy does the view look like that, and which knob owns it
Renderer texturesWhy is this texture blurry, sharp, or missing
Porting from UnityMy Unity scene arrived wrong — which conversion did I miss
Map replicationHow does a stranger’s client get the map I am running
DemosHow do I record a session and watch it back exactly
Offscreen renderingHow do I get a picture out of a map with no window
BenchmarkingWhat did that graphics change cost me
Debug overlaysWhat is the engine doing right now, drawn on top of it
MobileWhat does the engine do on a phone
VRWhat happens in a headset, and what does not
Halcyon UIHow is every screen in the engine built
Coordinate precisionHow far from the origin can a world go