JARVIGManual

Limits

This is the honest edge of the build the manual describes. A later version can move a line. Until the architecture page says the system exists, do not write a tutorial as if it does.

You can do this

  • Create and open a project from the Hub, and save a level.
  • Fly the editor camera, select, move, and rotate.
  • Author parametric blocks, including extrude, inset, and bevel, with undo.
  • Import glTF or GLB, browse the asset registry, and drag a model into the level.
  • Create a flat heightfield and sculpt it in Land.
  • Open the joint pose on the sample characters.
  • Edit the environment, and edit lights that already exist in a level.
  • Play a runtime copy through a startup camera.
  • Stage a loose Windows player next to the editor.

This build stops here

AreaWhere it stands
InstallerYou build from the repository with cargo.
Operating systemsThe editor you run is Windows.
ScaleThe tool stays disabled. Size is the solid's extents.
Mesh importglTF 2.0 only.
More primitivesPlane, Ramp, Cylinder, Sphere, and Wedge are unstarted.
Booleans and sketchUnion, subtract, intersect, shell, split, fillet, and array are unstarted.
Feature replayFeatures shows the current parameters. It does not mute a step and rebuild.
ClipboardCut, Copy, and Paste are absent.
MaterialsA block or an imported mesh can take a material. Dropping a material or a texture on a slot does not assign it.
New lightsCreate does not spawn a light. Lighting Debug isolates lights that are already there.
ShadowsMeshes past 250,000 triangles are left out of the shadow-map redraw.
PhysicsBlock collision is the analytic box. Terrain queries read the heightfield. Nothing is solved as a rigid body.
PawnsNew projects leave the pawn as none.
AnimationJoints store a pose. Clips, skinning, IK, and ragdolls are absent.
Audio, AI, replicationNot in this build.
ScriptingNo language is chosen.
StreamingThe editor loads the open level. Page streaming is unstarted.
Terrain extrasNo erosion, water, foliage, voxels, or generated procedural world.
Procedural detailDefaults off. Exact solids are not sent to it. The private surface rule is withheld from this manual.
Cook and pakBuild Project copies loose files.
MarketplaceAccounts, a plugin store, an updater, and an engine-version manager are later.

Samples that stay local

Lighting Lab can omit its shop mesh in a public clone because that file is about 185 MB. Ghost City and the base-character meshes stay on the machine that imported them. Credits for those downloads stay beside the samples. Do not add them to a published game tree from this manual.

Diagnostics

Rendering debug views, meshlet colors, and the procedural-detail visualizations are for inspecting the renderer. View > Reset Rendering Debug is the way back to the shaded picture. A colored overlay is not the game's look. Harness flags such as --self-test close themselves when they finish. They are not how you open a project.

License

JARVIG's own license has not been chosen. Third-party notices live in docs/legal/. Absence of a license file is not a grant to relicense the tree.