Void scripts use structured block syntax (== { ... }) to define 3D primitives, configure physical collisions, attach player controllers, and run target-tracking AI.
Void Engine Syntax Quick Reference
Block TypeSyntax ExamplePurposeWorld Setup
voidSky == { Color: #1a1a2e }
voidCamera == { Xyz: 0, 100, 400 }
voidLight == { Xyz: 100, 300, 100, Radius: 1000 }
Sets background environment color, initial camera angle, and primary point light position.Primitives
voidBox Platform == { Width: 200, Height: 10, Length: 200, Color: green, Xyz: 0, 0, 0 } == end Void
voidSphere Player == { Radius: 10, Color: yellow, Xyz: 0, 20, 0 } == end Void
Creates 3D Box or Sphere geometry with dimensional sizes, hex or named colors, and $X, Y, Z$ positions.Physics / FloorvoidCollision == { Platform: True ^ } = end Void *Appending ^ flags an object as a static solid collider so players can land on it.Health BarvoidHealth UI == { Color: #900, Health: 100, -20: Collision Lava, -100: when in void } == end VoidBinds a visual health bar with rule-based damage triggers for hazards or map bounds ($Y < -150$).Player ControllerPlayer == { Joystick: True, Jump: True, Camera: Rotate }Binds input controls (WASD/Space and mobile joystick/jump buttons) and third-person camera lock.Enemy AIChaser == { Enemy: AI, Target: Player }Turns an entity into an AI agent that rotates and moves directly toward its target each frame.
Building a Game Step-by-Step
1. Initialize the Environment
Set up the world boundaries and lighting at the top of your document.
void
voidSky == { Color: #0f0f1a }
voidCamera == { Xyz: 0, 150, 350 }
voidLight == { Xyz: 0, 400, 200, Radius: 1000 }
2. Construct Stage Geometry
Define solid ground platforms, victory points, and hazard blocks.
void
voidBox Ground == { Width: 300, Height: 10, Length: 300, Color: #333333, Xyz: 0, 0, 0 } == end Void
voidBox Lava == { Width: 40, Height: 12, Length: 40, Color: red, Xyz: 50, 2, 50 } == end Void
voidSphere Hero == { Radius: 12, Color: cyan, Xyz: 0, 20, 0 } == end Void
voidBox Monster == { Width: 20, Height: 20, Length: 20, Color: purple, Xyz: -100, 15, -100 } == end Void
3. Set Up Physical Solid Surfaces
Mark structural objects as walkable colliders by using the ^ flag. Unmarked objects will allow actors to pass through or trigger collision damage.
void
voidCollision == {
Ground: True ^
} = end Void *
4. Attach Player Controls & Systems
Bind controls to your main hero entity and establish a health system that detects hazards.
void
voidHealth MainHP == {
Color: #00ffcc
Health: 100
-25: Collision Lava
-20: Collision Monster
-100: when in void
} == end Void
Hero == {
Joystick: True
Jump: True
Camera: Rotate
}
5. Program the Enemy AI
Point the enemy entity to chase the hero using the Enemy: AI modifier.
void
Monster == {
Enemy: AI
Target: Hero
}
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