Source: availability and tree layout
Official repository status, editor versus source and the local tree layout.
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 Source | Purpose |
|---|---|
SConstruct | SCons 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.txt | Dependencies 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.