luxe is for solo developers as well as teams,
so while it provides a great code based workflow, it is not limited to code only.
editors and tools enhance the luxe workflow,
which empowers artists, designers and programmers in the expression of ideas, and rapid game development.
The editor is designed for game specifics, just like the rest of the engine,
so custom/project editors are easy, and shareable via modules.
editors help to build worlds, animation, ui and more.
tools, not features
worlds, modifiers, entities and systems
Games are a diverse medium with unique challenges.
luxe makes the distinction between tools and features explicit,
and
builds around tools as a core principle.
This frees the engine from being bloated by things a fraction of games want,
and instead
aims to empower games to be specific, adaptive and exact.
At runtime, you only pay for what you use.
By combining systems both high and low level,
luxe is like a toolbox, and a game is the connection of these into a whole.
When configuring a
type of project to reuse (like a 2D platformer or 3D first person project),
luxe provides
outlines, which jump start projects into predefined workflows.
Outlines are where custom workflows are defined above the engine level.
luxe provides pieces that snap together,
ready to make games.