Skip to main content

Module defaults

Module defaults 

Source
Expand description

Engine defaults: complete a loaded world with the standard components it does not declare itself.

run is the SystemTable completion pass, so it happens before the gates read the world and a HUD or overlay it injects brings its own system into the schedule. Nothing it adds is compiled: the chip font and the sky mesh are baked here out of crate::bake, and the names they cross-reference each other by come from the range AssetId::MINTED_BASE reserves.

A world that renders – one declaring a GraphicsConfig – receives the HUD, sky, and loading defaults. The physics default is gated on physics content instead, so the headless tier, which has no renderer and needs no HUD, gets the PhysicsConfig its simulation already runs on and nothing else.

Each default yields to what the world declares: an authored HUD keeps every label it names and receives chips only for the slots it leaves unset, and a world with its own skybox geometry gets no sky mesh. An EngineDefaults turns individual defaults off entirely; the world holds at most one, and its column is drained here.

Structs§

HudFont
The face baked for this world, so a second caller shares it rather than paying for the atlas again.

Constants§

HUD_FONT_SIZE_PX
Pixel size the injected HUD face is rasterised at. Chips draw it minified, so the atlas is supersampled from here rather than authored larger.

Functions§

hud_font
The font the engine’s own HUD text draws with, baked into ctx’s font table on the first call and returned as it stands afterwards.
run
Complete world’s content with the engine defaults it does not opt out of.