LOFTENGINE / FIELD GUIDE

Meet your
creative workspace.

A first look at projects, procedural assets and the path from an editable scene to a playable experience.

This guide describes the current development workflow. A public installer is not hosted on this website.

01 / THE WORKSPACE

A place for your project.

LoftEngine is a native Windows editor. Its scene viewport sits alongside a hierarchy, inspector, project browser, console and terminal. Open a project folder to keep the scene and its assets together.

  1. Explore the scene. Select an object in the hierarchy or viewport. Use the inspector to review its properties.
  2. Browse the project. Find assets and project files in the Project panel.
  3. Refine the result. Adjust supported parameters, inspect the model and preview changes.

02 / PROCEDURAL ASSETS

Start with a spec. Shape the result.

The Forja asset pipeline creates models from JSON specifications. A spec describes the generator, style and parameters for an asset. Built-in generators include props such as barrels, crates, tables and swords.

Use the inspector to explore the parameters exposed by a generator. Build the asset, review its preview and inspect its geometry before including it in your scene. The pipeline can produce LODs and colliders alongside the model.

In an environment where the Forja CLI is installed, forja doctor checks the setup and forja describe barrel describes the barrel generator. Use forja --help to inspect the commands available in your version.

03 / SCRIPTING & PLAY MODE

Give the scene behaviour.

Gameplay scripts use Python and LoftEngine’s behaviour API. The native C++ runtime handles engine systems while scripts express game logic. Scene script components expose supported fields in the inspector.

Play mode creates a runtime copy of the scene. Use it to preview behaviour, inspect errors in the console and return to editing. An exception in a script pauses the game and reports the problem.

Use the Code workspace to work with project files alongside the editor’s tools. Available scripting functionality depends on the engine build and its Python setup.

04 / WORKING WITH AGENTS

Keep the conversation near the work.

The editor includes chat and terminal tools for supported coding agents. Select and configure an available provider, then work in the context of the project folder.

  • Describe a bounded task and give the agent the relevant project context.
  • Review proposed file changes and permission prompts.
  • Build or preview the result and inspect it in the scene.

Provider accounts, credentials, availability and usage charges are managed according to the provider you choose. Using an agent does not replace reviewing the result.

05 / EXPORTS & BUILDS

Take the next step.

Generated models can be exported as GLB and FBX, including asset workflows for Unity and Unreal. Inspect the generated manifest, previews and geometry before moving assets into another project.

The editor also has a Build Game workflow for packaging a scene with the standalone Windows player and compiled scripts. Export support is specific to the current build; this is not a promise of console, mobile or web deployment.

Check the licenses for the engine, included runtime and third-party assets before distributing a project. Read the licensing information.

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