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[all] Create the complete list of Core+Advanced concepts #137
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creatorAnything related to the Creators section of the documentation websiteAnything related to the Creators section of the documentation websitedeveloperAnything related to the Developers section of the documentation websiteAnything related to the Developers section of the documentation websitedocumentationImprovements or additions to documentationImprovements or additions to documentationgeneralAnything related to the General/Overview section of the documentation websiteAnything related to the General/Overview section of the documentation websitejira-migratedIssues that have been migrated to iR Engine's Jira board.Issues that have been migrated to iR Engine's Jira board.
Description
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
- Overview/Landing
- Getting Started: Quickstart
- Getting Started: Hello World
- Basics
- Beyond the Basics
- Intermediate: Core/Essentials Concepts
- Intermediate: Advanced/Non-Essentials Concepts
- Mastery Toolkit
- 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
- Assets packs, put them in the scene
- 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
- Panel Buttons
- 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
- Event
- Types
- Edges
- Flow
- Input
- Output
- Value
- Input
- Output
- Flow
- 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
- Beginner (Getting Started + Basics): [developer] Create the
Typescript: Basicsguide #130- Beyond the Basics: [developer] Create the
Typescript: Beyond the Basicsguide #132- Core (essentials): [developer] Create the
Typescript: Core Conceptsguides #133- Advanced (non-essentials): [developer] Create the
Typescript: Advanced Conceptsguides #134- Mastery (looking behind the curtains): [developer] Create the
Typescript: Mastery Toolkitguides #135- Engine API (typedoc): https://etherealengine.github.io/etherealengine-docs/api/
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
Metadata
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Labels
creatorAnything related to the Creators section of the documentation websiteAnything related to the Creators section of the documentation websitedeveloperAnything related to the Developers section of the documentation websiteAnything related to the Developers section of the documentation websitedocumentationImprovements or additions to documentationImprovements or additions to documentationgeneralAnything related to the General/Overview section of the documentation websiteAnything related to the General/Overview section of the documentation websitejira-migratedIssues that have been migrated to iR Engine's Jira board.Issues that have been migrated to iR Engine's Jira board.