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.