reckfellENGINE
RECKFELL ENGINE

Entities, levels and prefabs

Build levels from reusable parts. Entities define the hierarchy, .rscene stores a level and .rprefab stores an object template.

The actual Reckfell Engine editor interface
Reckfell Engine · editor interface
  • Entity / Entity2D / Entity3D
  • .rscene and .rprefab have distinct roles
  • Instances and overrides
The actual Reckfell Engine editor interface
Reckfell Engine · editor interface

Build once, reuse across levels

Save characters, environments and UI as .rprefab files. Create instances, override properties and extract hierarchy branches into prefabs.

Read the guide
The actual Reckfell Engine editor interface
Reckfell Engine · editor interface

Keep resources connected

asset:// paths and UIDs connect project files. Changing an asset role updates dependencies; EntityPath addresses objects in the hierarchy.

Read the guide
The actual Reckfell Engine editor interface
Reckfell Engine · editor interface

A clear object model

Entity2D and Entity3D extend Entity for their respective spaces. This is a tree-based object model with inheritance, not ECS.

Read the guide

Related features

All features

Questions and answers

Does Entity mean ECS?

No. Reckfell uses a hierarchical game-object model.

What belongs in a prefab?

A character, interactive object, UI element or repeated level fragment with its own hierarchy/settings.

Start building

Entities and hierarchyLevels and prefabs

Download Reckfell Engine

Windows x64, C#/.NET 10 and SharpGraph. Free for personal and commercial games.

Download Reckfell
QUICK LINKSGetting startedEntity hierarchyC# & .NET 10Scenes and prefabs
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