Sample Sidebar Module

This is a sample module published to the sidebar_top position, using the -sidebar module class suffix. There is also a sidebar_bottom position below the menu.
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Sample Sidebar Module

This is a sample module published to the sidebar_bottom position, using the -sidebar module class suffix. There is also a sidebar_top position below the search.
Understanding Project Structure

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The most daunting part of making a game is getting things started and while Bright tries to make the process easier, there are somethings that you should know before diving in head first. The Project Structure is something that must be followed to ensure you don’t run into any nasty errors. Inside your created Project Directory, you will find a folder called “Data”. This is where all your assets and other project files are stored and it comprises of several sub-folders. The table below describes the purpose of each of these folders and which ones you will be working with.

 Folder  Description
 Audio  This is where all your audio files should go, both sound effects and music
 Meshes  This is where all your models and corresponding textures go
 Project  This is where the engine saves all your personal settings in the editor including animation sets, emitters & shaders. Never Edit or Remove the files inside
 Shaders This is where all your shader files should go
 Textures  This is where all your texture files should go. (not including the textures that are for models, see Meshes folder)
 Zones

This is where the engine saves all the settings for each of your created zones. Never Edit or Remove the files inside. 


The rules listed above must be followed in all cases, however you are able to create as many sub-folders within the corresponding folders to keep your project much more organized. For example, inside the Meshes folder you can create a new Folder called “Bridges” to store all your bridge models in your project.