steel-engine 0.3.1

The steel game engine library.
# Create Project


The current editor uses the Steel application that was built to launch it; it does not create or compile a separate Rust project from the Project menu. Start from the included example project instead.

## Use the ball example


The repository's `examples/ball` package contains the tutorial game source and assets. Launch it with `examples/ball` as the working directory so the editor finds the example's `assets` directory:

```
cd examples/ball
cargo run --features steel-engine/editor
```

## Start a new project


Copy `examples/empty-project` to a directory under the repository's `examples` folder, then rename the package in its `Cargo.toml`. Its `steel-engine` path dependency is relative to the repository root; if you place the project elsewhere, adjust that path to point to the checkout. Run `cargo run --features steel-engine/editor` from the new project directory. The editor uses that process working directory and its `assets` directory for game resources.

The game client automatically loads `assets/main.scene` as its startup scene. Save the scene you want `cargo run` to start as `main.scene`; other scene files are available to your game code but are not selected automatically. The empty starter has no scene yet, so it starts with an empty world until you create and save `main.scene`.

The editor's Project -> Compile menu initializes/reloads the app state; it does not invoke Cargo to compile changed Rust source. Rebuild and restart the application after changing game code.

[Next: Write Code][4]

[Prev: Run Steel Editor][2]

[Table of Contents][0]

[0]: table-of-contents.md
[1]: 1-introduction.md
[2]: 2-run-steel-editor.md
[3]: 3-create-project.md
[4]: 4-write-code.md
[5]: 5-scene-building.md
[6]: 6-player-control.md
[7]: 7-push-the-ball.md
[8]: 8-game-lost.md
[9]: 9-main-menu.md