Engine Options Reference
Engine-wide options are stored in ./Engine/Options.xml and loaded at startup.
Each option is an <Parameter> entry with a Description (the option name),
a Value and a valueType. Options are global and persist across levels and
sessions; they can also be read and modified at runtime through the API
(get_options / save_options).
The values below are the defaults shipped with the engine. Unless noted, changing an option takes effect the next time the engine starts; audio channel volumes are applied live.
Note
valueType values map to: Long (integer), Double (floating point),
Boolean (True/False), String (text), Vec4 (X/Y/Z[/W]
coordinate), LongArray / FloatArray (comma-separated lists).
General
Option |
Type |
Default |
Description |
|---|---|---|---|
|
String |
|
Root directory the engine loads game data and assets from. |
|
String |
|
Graphics backend library to load (e.g. OpenGL or OpenGL ES). |
|
String |
|
Render pipeline definition loaded at startup. |
Display
Option |
Type |
Default |
Description |
|---|---|---|---|
|
Long |
|
Game window width in pixels. |
|
Long |
|
Game window height in pixels. |
|
Boolean |
|
Launch in fullscreen. |
|
String |
|
Texture filtering mode: |
Audio
Audio is mixed on four channels (buses). The effective gain of a sound is
per-sound gain × channel volume × master volume. These options are the channel
volumes; see Audio Channels in the Python API
reference. Changes are applied to the mixer immediately.
Option |
Type |
Default |
Description |
|---|---|---|---|
|
Double |
|
Master channel volume, normalized 0.0..1.0. Multiplies every sound. |
|
Double |
|
Music channel volume, normalized 0.0..1.0. |
|
Double |
|
Sound-effects channel volume, normalized 0.0..1.0. |
|
Double |
|
Speech/dialogue channel volume, normalized 0.0..1.0. |
Player Movement
Option |
Type |
Default |
Description |
|---|---|---|---|
|
Vec4 |
|
Player walk speed. |
|
Vec4 |
|
Player run speed. |
|
Vec4 |
|
General movement speed. |
|
Vec4 |
|
Free-camera (editor / debug) movement speed. |
|
Double |
|
Mouse look sensitivity. |
|
Double |
|
Jump impulse factor. |
Lighting and Shadows
Option |
Type |
Default |
Description |
|---|---|---|---|
|
Long |
|
Maximum number of simultaneous dynamic lights. |
|
Long |
|
Directional light shadow map resolution. |
|
Long |
|
Point light shadow map width. |
|
Long |
|
Point light shadow map height. |
|
Long |
|
PCF sample count for point light shadows. |
|
Long |
|
PCF sample count for directional light shadows. |
|
Long |
|
Number of cascaded shadow map cascades. |
|
FloatArray |
|
View-space distance splits between shadow cascades. |
|
LongArray |
|
Per-cascade frame offset for staggered shadow updates (cascade 0 updates every frame). |
|
LongArray |
|
Per-cascade update interval in frames. Larger values improve framerate but delay shadow updates. |
|
Double |
|
Back-off distance for the directional light orthographic projection. |
|
Double |
|
Near plane for point light shadow projection. |
|
Double |
|
Far plane for point light shadow projection. |
Ambient Occlusion (SSAO)
Option |
Type |
Default |
Description |
|---|---|---|---|
|
Long |
|
SSAO buffer width. |
|
Long |
|
SSAO buffer height. |
|
Long |
|
SSAO kernel sample count. |
|
Long |
|
SSAO blur radius. |
Culling, LOD and Occlusion
Option |
Type |
Default |
Description |
|---|---|---|---|
|
Boolean |
|
Run visibility culling on worker threads. |
|
LongArray |
|
Distance thresholds selecting LOD level (3 LODs are generated per model, so 4 levels). |
|
Double |
|
Distance at which the engine may start skipping rendering of an object (with |
|
Double |
|
On-screen size (fraction) below which distant objects past |
|
Double |
|
On-screen size above which an object is never skipped (avoids jarring wall/ground pop). |
|
Long |
|
Models with more meshes than this get occlusion tested per mesh instead of per model. |
|
Long |
|
Software-rasterized depth buffer width (must be a multiple of 8). |
|
Long |
|
Software-rasterized depth buffer height (must be a multiple of 8). |
|
Double |
|
On-screen size threshold for an object to be treated as an occluder (1 = full coverage). |
Debugging and Profiling
Option |
Type |
Default |
Description |
|---|---|---|---|
|
Boolean |
|
Show the on-screen logger overlay and tris/lines/FPS counters. |
|
Boolean |
|
Draw debug lines. |
|
Long |
|
Vertex buffer size for debug line drawing. |
|
Boolean |
|
Enable the built-in profiler server. |
|
Boolean |
|
Dump the software-rasterized depth buffer to a PPM file (debug only). |
|
Long |
|
How often (in frames) to dump the software depth buffer when dumping is enabled. |