Manual Overview
The manual covers the systems you actually use to build a game. Each page is practical, covering what the system is, how you drive it from the editor or a script, and where its edges are.
Lumina is editor-first and data-driven. You build scenes from entities and components, author looks with materials and lights, and write gameplay in C#. The editor and the game run on the same runtime, so what you see while editing is what ships.
Systems
Section titled “Systems”| Section | Covers |
|---|---|
| Editor | The workspace, viewport, panels, content browser, asset editors, and profiling tools. |
| Entities & Components | The world model: entities, components, and how they compose. |
| Worlds & Coordinates | Worlds, the coordinate system, and transforms. |
| Prefabs | Reusable entity templates, instances, and per-property overrides. |
| Terrain | Heightmap terrain, sculpting, layer painting, and foliage. |
| C# Scripting | Gameplay in C# against a typed API, with in-editor hot reload. |
| Rendering | Materials, lights, environment, shadows, and post-processing. |
| Materials | The material graph, instances, and best practices. |
| Cameras | Camera components, rigs, and shakes. |
| Water | The water component and buoyancy. |
| Particles | GPU particle systems and the module stack. |
| Physics | Rigid bodies, colliders, collisions, characters, and destruction. |
| Gameplay Tags | Hierarchical tags for classifying entities, filtering, and message channels. |
| Animation | Skeletal meshes, animation graphs, notifies, root motion, and ragdolls. |
| Navigation | Baking a navmesh and driving agents along paths. |
| Networking | Net modes, roles, replication, and hosting a session. |
| Audio | Sources, buses, mixing, and audio settings. |
| Assets | What assets are, importing, managing them safely, references, cooking, and packaging. |
| Reflection | Making your own types visible to the editor, serialization, and scripts. |
| Logging | Log levels, the console, and where log output goes. |
Where to start
Section titled “Where to start”New to the engine? Read Installation, then Your First Project, then the First-Person Tutorial.
Already comfortable in another engine? Start with Entities & Components and C# Scripting; those two differ most from what you are used to.
Working on the engine itself
Section titled “Working on the engine itself”The manual stops at the API surface. If you are modifying the engine rather than building a game with it, the Engine Internals section covers the C++ subsystems: the application lifecycle, the threading model, the object and reflection systems, the RHI and render pipeline, the editor’s architecture, and the build system.