Aego
Guides, the language reference and every engine module, generated from the same source as the editor's hover and docs panel.
Guides
- Diagnostics
- Getting started with AegoSix short steps through the editor: create a node, attach a script, press Play, tweak a value live, hot-reload a script and fix an error from Problems. The Getting Started panel ticks them off as you go.
- Aego ScriptAego Script is the gameplay language of the Aego engine. It is statically typed, uses Go-like syntax, compiles to a register bytecode and runs inside the engine's VM. Scripts attach to scene nodes, expose fields to the Inspector, read and write engine components, call functions exposed by the engine or by a project's native Go code, and talk to each other through signals and script references.
- EditorAutosave and reload. With File → Autosave Scripts on (default), a script is saved one second after the last keystroke, and when the editor window loses focus. Each save that compiles is hot-reloaded into the running Play session at the start of the next frame. A save that does not compile leaves the running code untouched. The Problems panel and the red banner above the views show what is broken, and Play cannot be started again until it compiles.
- Native extensionsA project extends the engine with Go code in
native/. It imports onlyaego/sdkand implementssdk.Module:
Reference
- Builtin typesmodule
- enginemodule
- render2dmodule
- render3dmodule
- scriptmodule