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This repository was archived by the owner on May 2, 2025. It is now read-only.
This repository was archived by the owner on May 2, 2025. It is now read-only.

[all] Create the complete list of Core+Advanced concepts #137

@heysokam

Description

@heysokam

Note: Will turn into an internal page explaining all of them in one/two paragraphs.

Important: Each concept deserves its own specific guide (or page/pages inside a guide)

Reference

Learning Paths: Meta-Structure

  1. Overview/Landing
  2. Getting Started: Quickstart
  3. Getting Started: Hello World
  4. Basics
  5. Beyond the Basics
  6. Intermediate: Core/Essentials Concepts
  7. Intermediate: Advanced/Non-Essentials Concepts
  8. Mastery Toolkit
  9. Reference Manual

General Concepts (Common to All)

Core (Essentials)

you have projects install that provide assets

  • Creating entities/components
  • Assets Panel:
    Simple version for the Developers Section + Reference to the assets panel guide
  • Essential scene components
    • Spawn Point
    • Ground Plane
    • Colliders
    • Scene Settings
      • Post-processing
    • Simple: Publish your scene
  • Host your Own World
    • Admin Panel
    • Publish your scene

Advanced (Non-Essentials)

  • ...

Content Creator Concepts

Essentials

Studio

  • Dashboard : New UI -> Extended greatly
  • Scene Management
  • Project Management
  • UI navigation

Assets

  • CMS (non-Technical / non-tech-savvy)
    • Assets packs, put them in the scene
      • Starter packs/kits assets only
      • Place an object
    • Assets Panel (in depth)
      • Search
      • Categories
      • Teach how to build a scene with the panel
      • Sourcing models to build scene
      • Change skybox
        • cubemap
        • procedural
  • Technical-User Essentials
    • Custom Assets Usage
    • Importing (+compression)
    • Optimization
      • Compression
    • Animations
    • Installing Projects
    • Saving
    • Sourcing Assets
    • Sourcing & Creating Avatars
    • Importing & Using Avatars
    • Creating your User Library
    • Animation Curves
    • Animation triggers
    • Animation Timeline
    • Asset Prefabs
    • Look Dev
    • Material Editor (viewer+editor)
      • Lightmaps + Baker
  • Optimization (introduction/simple. Need to know it exists, reference to their guides)
    • Variants & LODs
    • Dynamic Loading
    • Compression
  • ... #todo: other file types ...
    • Image
    • Video
    • Audio
    • Text
  • Important Components
    • Camera
    • Parameter component (Visualscript)
    • Animations

Non-Essentials

Studio

  • Snapping
  • Non-default UI layout
  • Gizmos
  • Switch origin
  • Switch obj reference space
  • Validation/Debug
    • Tilde menu
    • How to use stats
      • Upper limits of drawcalls
      • Upper limits of triangles
      • What are drawcalls/etc
      • Budgets: Not go over the limits, what are they
    • Debug helpers
      • Physics helpers
      • ...
  • Graphics Basics: Glossary and gamedev concepts

Assets

  • Budgets: Not go over the limits, what are they
  • Custom Materials (advanced skill)
    • Editing
    • Setting them up
  • Optimization
    • Variants & LODs
    • Dynamic Loading
    • Compression
  • ee.GLTF + Extensions
    • Hierarchy
    • Model components
    • gltf vs glb
  • Other Files
    • UVOL
  • Important Components

Lighting / Look Dev

  • Environment Map + Baker

Avatars

  • Animations
  • Mocap

Mastery Toolkit (looking behind the curtain)

(how to be fully independent and figure out anything without guidance)

  • Parameter components
  • Project Management
    • GitHub Docs
    • Team sync tools
  • AI content creation
    • Skyboxes
    • 3D models
    • Material creation
  • Creator Resources
    • Links on DCC creation
    • Links gamedev content
  • Model Checkers
    • VRM model
    • GLTF view
  • Bridging into Visualcript

Manual

  • GLTF hierarchies (maybe: relationship to USD)

Visualscript Concepts

Core (Essentials)

  • Script Management
    • Creating a script
    • Editing a script
      • Introduce Node Management
    • Deleting a script
    • Play Script (how and differences)
      • Headful
      • Headless
  • Node Management
    • Creating a node
    • Deleting a node
  • User Interface Breakdown ( Visualscript Workspace Panel (holds everything else) )
    • Panel Buttons
      • Zoom in/out
      • Fit view to center
      • Load
      • Save
      • Clear Script Panel
      • Help
      • Play (headful. stops when not focused)
    • Utility Panel (ui focused, not concepts)
      • Node Directory
      • Templates (introduce simply)
      • Variables (introduce simply)
    • Visualscript Editor Panel (properties)
      • Disable
      • Play (headless. developer focused)
    • Node Picker
  • Node
    • Types
      • Flow
      • Time
      • Async
      • Event
      • Function
    • Essential Nodes
      • Event
        • onStart : Entry point
        • onExecute : loop
      • Flow
        • debugLog
      • Component Nodes
        • Getter
        • Setter
        • Listener / Use
      • State Nodes
        • Getter
        • Setter
        • Listener / Use
      • Action
        • Dispatcher
        • Consumer
  • Edges
    • Flow
      • Input
      • Output
    • Value
      • Input
      • Output
  • Data Type
    • What they are
    • Integer
    • Float
    • String
    • Bool
    • Vector N
    • Matrix NxN (up to 4)
    • Entity
    • Object (like a dictionary/tables)
    • Lists (like python list) array of any
    • Euler (vec3 : orientation)
    • Quaternion (vec4 : orientation)

Advanced (Non-Essentials)

  • Best Practices
  • Variables
    • What are they
    • How to use
      • Create
      • Edit
      • Delete
      • Setter
      • Getter
      • Listener
  • Templates (aka Node Groups)
    • What are they
    • How to use
      • Create
      • Edit Name
      • Delete
      • Apply
  • Nodes: Complete List (for later)
  • Node Profiles
    • Core
    • Scene
    • Struct
    • Engine (future: might represent/abstract the features of the engine modules)

Mastery Toolkit (looking behind the curtain)

(how to be fully independent and figure out anything without guidance)

  • Creating your own nodes
    • Preparation for the Manual / Guts of the node system
  • Bridging into Typescript

Typescript Concepts

Note: Better tracked from

Core (Essentials)

  • State
  • ECS
  • Inputs (reworked soon)
  • Physics (simulation) (being reworked)
  • Networking (spawnEntity)

Advanced (Non-Essentials)

  • Full custom Networking:
  • XRUI
  • Social System
  • Avatars

Mastery Toolkit (looking behind the curtain)

(how to be fully independent and figure out anything without guidance)

  • Engine Code navigation
  • How GLTF models/scenes work internally
  • WebXR / Rendering
  • CMS / Studio
  • CI/CD
  • Unit Testing

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