frinky-engine

Rendering & Post-Processing

Use this guide when you want to make a scene visible, light it, animate skinned models, or add post-processing.

Use This When

Come here for:

Minimal Scene Setup

For a basic lit 3D scene, you usually need:

  1. a CameraComponent with IsMain = true
  2. one or more visible entities such as primitives or MeshRendererComponent
  3. at least one LightComponent

If the scene is black, check the camera, light, and shader output paths first.

Cameras

Add a CameraComponent to the entity you want to render from.

Most important properties:

Property Use it for
IsMain choose the active scene camera
FieldOfView perspective camera FOV
Projection perspective or orthographic
NearPlane / FarPlane clip distances
ClearColor background color

Lights

FrinkyEngine uses forward+ tiled lighting.

Available light types:

Type Use it for
Directional sunlight-style scene lighting
Point local lights such as lamps or torches
Skylight ambient fill lighting

Forward+ tuning values live in project_settings.json:

Most projects should leave these at defaults unless they have a specific scaling problem.

Models and Materials

Supported model formats:

Drag a model from the asset browser into the scene to create an entity with MeshRendererComponent.

Available material types:

Type Use it for
SolidColor flat-color shading
Textured standard UV-mapped textures
TriplanarTexture world or local axis projection

Skeletal Animation

For a skinned animated model:

  1. import a GLTF or GLB with animation clips
  2. add MeshRendererComponent
  3. add SkinnedMeshAnimatorComponent

The animator can play embedded clips or clips loaded from additional animation source files.

Important animator properties

Property Use it for
ClipIndex choose the active clip
PlayAutomatically start playback on load
Playing pause or resume
Loop looping playback
PlaybackSpeed speed multiplier
AnimationSources additional animation clip files
UseEmbeddedAnimations include clips from the mesh file itself

Press F10 to preview bones in the editor.

Inverse Kinematics

Add InverseKinematicsComponent to the same entity as the skinned animator when you need IK after animation sampling.

Built-in solvers:

Use this when imported animation is close, but you need runtime target control.

Post-Processing

Add a PostProcessStackComponent to the camera entity.

Typical setup:

  1. select the camera
  2. add PostProcessStackComponent
  3. add effects in the inspector
  4. order them from top to bottom

Built-in effects:

Use r_postprocess 0 or 1 in the console to toggle post-processing at runtime.

Notes

See Also