reckfellENGINE

Source: availability and tree layout

Official repository status, editor versus source and the local tree layout.

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Obtaining the source

The official Reckfell GitHub repository link has not yet been published on the portal. This site does not host engine source archives. Use the official address once it is published.

To make a game, get the prebuilt editor from downloads. Engine source is not required for an ordinary C# project: see quick start and C# setup.

If you already have a local source tree

In the current working tree, engine build files are under Source. Locate SConstruct rather than a game project file.

Path inside SourcePurpose
SConstructSCons build entry
core/Basic types, resources and low-level infrastructure
scene/Entity hierarchy, physics and visual types
editor/Editor code
modules/mono/C# integration and associated development tools
thirdparty/, LICENSE.txt, COPYRIGHT.txtDependencies and required license information

Runtime, with installed EXEs and libraries, is build output; your project’s .rscene, .rprefab and .cs files are game content. No single EXE replaces the engine source tree.

Record before making changes

Keep an original copy or version-control state. Record the tree’s origin and local changes separately: the same product version, 1.0.0, does not establish identical file contents.

Preserve license files and third-party notices when moving or changing the tree. Test experimental output separately before replacing a working installed editor.

See the build system for its structure.

Reckfell Engine documentationBack to top ↑
QUICK LINKSGetting startedEntity hierarchyC# & .NET 10Scenes and prefabs
Reckfell guides and full API K
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