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Command line

The plume3d binary is the runtime. Run plume3d --help for the full list.

plume3d <app-dir> # a folder with a game.toml, or a .zip / .p3d archive
plume3d . # the current directory
plume3d init [<dir>] # default: the current directory
plume3d init mygame # into ./mygame
plume3d init -i # interactive: prompts for name, version, window size, ...
plume3d init --force # overwrite existing files

init writes a commented game.toml (with default physics layers), a runnable main.wren that draws a triangle, a README.md, and the triangle’s shader (shaders/src/triangle.slang + precompiled shaders/bin/triangle.spv). Then:

cd mygame && plume3d .

Run plume3d init --help for init-specific usage — a summary of -i/--interactive and --force.

plume3d --tools

Lists the built-in editor tools and how to launch one against a target app:

plume3d --tool <tool-app> <target-app-dir>
  • ui_editor — WYSIWYG visual editor for .ui documents
  • node_editor — visual editor for animation-controller graphs
  • bt_editor — author behaviour trees as data (.bt.toml)
  • toml_editor — edit and save game.toml
plume3d --test <app-dir> # run the app's tests/run.wren, then exit
plume3d --server <app-dir> # dedicated server (see Dedicated Server)
plume3d --check <app-dir> # compile-check a script, print JSON, then exit

Build variants — development vs shipping

Section titled “Build variants — development vs shipping”

The commands above are the development runtime — the binary you build and test your game with. The shipping runtime (built with -DPLUME_VARIANT=shipping), the one you package with a game for players, compiles the authoring/testing tooling out: init, --tools, --tool, --test / --headless, --check, and hot-reload are not present, and --help narrows to match (bare-run, --server, --help). The runtime itself, --server (dedicated servers ship), and the crash reporter are kept. PLUME_VARIANT is orthogonal to the build type; both variants are Release-optimized, and Debug builds are for engine development only and are never shipped.

See also: Getting started, Configuration, Testing, Dedicated server.