A downloadable better than Unity tool

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Editor

  • Dockable panels, detachable (into their own windows), saved layouts
  • Hierarchy, Inspector, Asset Browser, Console, Profiler
  • Scene view: perspective, orthographic, 2D
  • Move/rotate/scale handles. Snapping. Local/world frames
  • Shaded, wireframe, shaded wireframe, normals, and depth views
  • Game view with play, pause, step, and mute
  • Undo and redo
  • Asset thumbnails and Inspector previews
  • Project hub with a recent-projects list
  • Settings scoped to the project/to you/to you in this project
  • Package manager
  • UI builder and UI debugger
  • Animator graph, dope sheet, and curve editors
  • Audio mixer window with live meters
  • Panels, inspectors, property drawers, and gizmos addable from your module

Scenes and objects

  • Scenes, objects, components, behaviors
  • Transform on the object itself
  • Opt-in per-frame tick. Fixed timestep. Delta time, time scale, pause
  • Additive scene loading. Budgeted async loads
  • Prefabs, nested prefabs, prefab variants with live propagation
  • Prefab editing stage
  • Editor-only folders and per-object label colors in the hierarchy
  • Data assets you define yourself

C++ scripting

  • Gameplay written in C++
  • Hot reload while the game runs, with state preserved
  • Compile from the editor. Compile on save
  • Compiler diagnostics as clickable console rows
  • find_package(Shalltear) CMake package. Generated project files
  • Toolchain discovery. Generated VS Code settings
  • Reflected fields shown/edited in the Inspector

Rendering

  • Vulkan 1.3
  • Forward+ with clustered lights
  • Directional, point, and spot lights
  • Cascaded directional shadows. Spot and point shadows
  • Metallic-roughness and unlit shading (with a custom lighting hook)
  • HLSL compiled to SPIR-V, hot reloaded, with keyword variants
  • Per-material blend, cull, alpha clip, and sorting priority
  • Sky from a cubemap or a procedural one. Image-based ambient and specular
  • Reflection probes from a cubemap (box-projected and blended)
  • MSAA, render scale, vsync
  • Tonemapping: Neutral, ACES, AgX, or none
  • Graphics profiles and quality levels (switchable while the game runs)
  • Render graph. Custom passes authored as assets

Physics (optional)

  • Rigidbodies: dynamic, kinematic, static
  • Box, sphere, capsule, and mesh colliders. Compound bodies
  • Physics materials, with friction and bounce combine modes
  • Named collision categories
  • Raycast, sphere cast, capsule cast, overlap sphere
  • Collision and trigger callbacks
  • Hinge, fixed, spring, character, and prismatic joints
  • Moving platforms that carry what stands on them
  • Multi-threaded, fixed-timestep simulation
  • Collider gizmos and a debug view

Animation (optional)

  • Skeletal animation and skinning
  • Blend shapes
  • Clips imported from models/authored in the editor
  • Animator controller: states, transitions, parameters, conditions
  • Blend trees
  • Layers and masks
  • Retargeting between rigs
  • Root motion
  • Animation events and method calls
  • Audio keys that play a sound from the animated object
  • Any reflected field is keyframeable
  • A per-frame budget spread across many animators

Post-processing (optional)

  • Volumes and profiles (blended by where the camera is)
  • Color grading: contrast, color filter, hue shift, saturation
  • Bloom
  • Vignette
  • Ambient occlusion

Audio (optional)

  • Audio sources, listeners, and one-shots. Playback scheduled to the sample
  • Opus, QOA, or PCM. Decompressed on load, compressed in memory, or streamed
  • 3D sound: logarithmic, linear, or custom curves over distance. Spread. Doppler
  • Spatializer plugins
  • Mixers: groups, sends, snapshots with transitions, exposed parameters
  • Reverb, echo, chorus, flange, distortion, EQ, compressor, pitch shifter, and ducking
  • Filter components. Reverb zones with presets
  • Real and virtual voices, priority, concurrency limits
  • Random, layered, and interactive containers
  • Music switches on the beat or the bar
  • Effects/generators addable from your module, hot reloaded
  • Clip preview with a waveform. An audio profiler
  • Mixing on its own thread (never allocates/locks)

UI

  • Retained element tree with flexbox layout
  • Stylesheets with a CSS-like cascade
  • .slxml layout documents, .slss stylesheets, templates and instances
  • Buttons, text and number fields, sliders, dropdowns, trees, scroll views, split panes, menus
  • Drag and drop
  • Docking
  • Text in TrueType and OpenType fonts
  • SVG vector icons
  • DPI-aware sizing
  • Screen-space UI in a running game
  • Offscreen UI surfaces

Assets

  • glTF, GLB, and FBX models import as object hierarchies
  • Their meshes/materials/textures/rigs/clips usable separately from the file they came in
  • Extract any of those to a file of its own
  • PNG, JPEG, TGA, and HDR textures
  • WAV, AIFF, FLAC, MP3, and Ogg Vorbis audio
  • TrueType and OpenType fonts, SVG vectors
  • Per-asset import settings. Re-import
  • An import cache keyed on what the importer read
  • GUID references and text sidecars
  • Binary/JSON serialization, driven by reflection
  • Asset browser with folders, filtering, and a create menu
  • Scene, material, shader, and primitive creation
  • Built-in primitive meshes

Shipping a game

  • Standalone Windows x64 player (no editor code in it)
  • Headless dedicated server target
  • Build profiles with inheritance. Build report. Command-line builds
  • Content cooked into an .slpak, LZ4 compressed

Core

  • Reflection over types, fields, methods, and containers
  • Handle-based objects
  • Tagged allocators and a leak report
  • Work-stealing job system
  • Named profiler zones
  • Virtual file system with mounts/file watching
  • Logging
  • Keyboard, mouse, and gamepad input. Action maps. Focus routing
  • Multiple windows, multiple monitors, per-monitor DPI
  • Physics/animation/post-processing/audio ship as optional packages
  • No account. No network connections

Download

Download NowName your own price

Click download now to get access to the following files:

https://shalltear.dev/download
External

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