Guides
How Hammerite's classes are used together, one task at a time. Each guide shows the idea in a few lines of code and links to the API reference for the rest.
| Guide | |
|---|---|
| Writing an entity class | a thing of your game's own: authored properties, gizmos and handles, simulation, triggering, brushwork |
| Rooms, portals and line of sight | which room something is in, what joins rooms, and whether one point can see another |
| Hearing for stealth gameplay | guards who hear footsteps through doorways and not through walls |
| Sampling the light level for stealth gameplay | how lit the player stands, from the bake and the lamps switched since |
| Probe lighting | how what moves is lit by the same bake as the walls |
| Moving brush entities | a door or a lift that leaves its lightmap behind when it moves |
| Navigation for guards | navmeshes per kind of agent, links, and paths |
| Brush materials and shaders | glowing and see-through textures, walls with normal maps and detail textures, water and fills of your own, the sky |
| Properties on brushes | data of an addon's or a game's own on brushes and faces, shown where it applies |