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		<id>https://wiki.atomictorch.com/index.php?title=CryoFall/Server/Setup&amp;diff=1339</id>
		<title>CryoFall/Server/Setup</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=CryoFall/Server/Setup&amp;diff=1339"/>
		<updated>2021-02-09T05:24:44Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Using game server hosting providers =&lt;br /&gt;
&lt;br /&gt;
==== Game server rent service ====&lt;br /&gt;
&#039;&#039;If you don&#039;t want to hassle with the game server setup, you can rent your own CryoFall server from any third party game server hosting company in just a few minutes. They provide data center locations in almost every country around the world!&#039;&#039;&lt;br /&gt;
* [https://pingperfect.com/gameservers/cryofall-game-server-hosting-rental.php?aff=586 PingPerfect]&lt;br /&gt;
* [https://gameserver.4players.de/server-hosting/cryofall-server-mieten/ 4PLAYERS] (the website is available in German only)&lt;br /&gt;
&#039;&#039;Please note that AtomicTorch Studio is not affiliated with any of these companies and not responsible for their service quality so in case of any issues please reach them directly. So far we&#039;ve heard only positive feedback about their services.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Self hosting =&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
====Hardware requirements====&lt;br /&gt;
(for up to about 30 players online) 1-core CPU 1.6-2 GHz, 1.5 GB RAM, 2-3 Mbit/s bandwidth (each way)&lt;br /&gt;
&amp;lt;br&amp;gt;(for up to about 100 players online) 2-core CPU 1.6-2 GHz, 2 GB RAM, 3-6 Mbit/s bandwidth&lt;br /&gt;
&amp;lt;br&amp;gt;(for up to about 200 players online) 2-core CPU 2.4-3 GHz, 2-3 GB RAM, 6-12 Mbit/s bandwidth&lt;br /&gt;
&amp;lt;br&amp;gt;(for up to about 300 players online) 2-core CPU 3+ GHz, 3-4 GB RAM, 12-20 Mbit/s bandwidth&lt;br /&gt;
&amp;lt;br&amp;gt;Usually, VPS (virtual machines) hosting such as [https://www.vultr.com/?ref=7238385 Vultr.com] (this is our referral link as we&#039;re using this company services to host our own servers) is sufficient for hosting a game server. Using 1-core machines is not recommended as the game requires a secondary CPU to ensure smooth performance without hiccups during intensive background operations (such as world snapshot saving). Using more than a 2-core machine for a single game server hosting is redundant as the game cannot utilize more than two cores due to the sequential execution of the game simulation (except networking).&lt;br /&gt;
&lt;br /&gt;
====Software (system) requirements====&lt;br /&gt;
The server could run on Windows, Linux, and Mac.&lt;br /&gt;
To achieve this the game server is using .NET Runtime 5.0.&lt;br /&gt;
For hosting the official game servers we prefer using CentOS 7 with Docker or CentOS 8 with podman (OSS alternative to Docker).&lt;br /&gt;
&lt;br /&gt;
== Server installation with Docker (best way for Linux) ==&lt;br /&gt;
We recommend this for Linux only. Please follow this guide [https://hub.docker.com/r/atomictorch/cryofall-server CryoFall Dedicated Server Docker Image] then return back here to &#039;&#039;&#039;&amp;quot;Server installation&amp;quot;&#039;&#039;&#039; section and follow the list after number 7. Ignore instructions on how to start the server with &amp;quot;dotnet&amp;quot; as you should use &amp;quot;docker run ...&amp;quot; instead as explained in the Docker guide above.&lt;br /&gt;
&lt;br /&gt;
== Server installation / direct download (Windows, Linux, Mac) ==&lt;br /&gt;
&lt;br /&gt;
==== How to setup your own server (on any OS): ====&lt;br /&gt;
# Install .NET Runtime 5.0ΓÇöplease visit [https://dotnet.microsoft.com/download/dotnet/5.0/runtime Download .NET page] and follow the installation guide for your OS.&lt;br /&gt;
# Download the game server package from &#039;&#039;&#039;[https://atomictorch.com/Files/CryoFall_Server_v0.29.12.1_NetCore.zip SERVER DOWNLOAD LINK (any OS)]&#039;&#039;&#039; and extract it (it&#039;s a regular Zip archive). (on Linux you can use wget and unzip command line tools to download and extract it)&lt;br /&gt;
# The server package is including everything necessary to run the game server (not only executable but also &amp;quot;Core&amp;quot; folder containing the game scripts in a packaged zip archive named &amp;quot;Core.cpk&amp;quot;).&lt;br /&gt;
# The server executable is located in the subfolder: &amp;quot;Binaries/Server&amp;quot;. Open the command line/terminal/SSH (or PowerShell in Windows) and navigate to this folder (hint: in Windows you can simply &#039;&#039;&#039;SHIFT + Right-click&#039;&#039;&#039; on the &amp;quot;Server&amp;quot; folder in Explorer and select &amp;quot;Open PowerShell window here&amp;quot;).&lt;br /&gt;
# Start the server executable first time with &amp;lt;code&amp;gt;loadOrNew&amp;lt;/code&amp;gt; flag. The server will start and create the game world.&lt;br /&gt;
#:&amp;lt;code&amp;gt;dotnet CryoFall_Server.dll loadOrNew&amp;lt;/code&amp;gt;&lt;br /&gt;
# Usually it takes about 1-2 minutes to create a new world (or load a savegame). After that the server will keep writing performance statistics information every 20 seconds among other information such as the spawn scripts reporting and network events.&lt;br /&gt;
# Stop the server. To do so enter the command below and press Enter key.&lt;br /&gt;
#:&amp;lt;code&amp;gt;stop 0&amp;lt;/code&amp;gt;&lt;br /&gt;
#The server will save and quit. Now you have the &amp;quot;SettingsServer.xml&amp;quot; and &amp;quot;ModsConfig.xml&amp;quot; files.&lt;br /&gt;
# Now you need to navigate to the subfolder &amp;quot;Data&amp;quot; (in the root of the server folder, &#039;&#039;&#039;not&#039;&#039;&#039; in the &amp;quot;Binaries/Server&amp;quot;) and modify &amp;quot;SettingsServer.xml&amp;quot; to set the unique server &#039;&#039;&#039;name&#039;&#039;&#039; and set other settings, etc (there are XML comments explaining every setting so it should be straightforward). &#039;&#039;Please note that you can (and should) edit &#039;&#039;&#039;Description&#039;&#039;&#039; and &#039;&#039;&#039;Welcome message&#039;&#039;&#039;  from the &#039;&#039;&#039;CURRENT GAME&#039;&#039;&#039; menu right from the game after connecting to your server.&#039;&#039;&lt;br /&gt;
# If you are interested in making your server visible in the community servers list make sure to edit &amp;lt;is_public_server&amp;gt; and change the value from 0 to 1. Also, please make sure your router is configured correctly (port forwarding) to enable other people to connect to your machine from outside. But ideally, you should use dedicated server hardware (VPS or VDS) to host public servers. &lt;br /&gt;
# While you&#039;re still editing &amp;quot;SettingsServer.xml&amp;quot; file, please find the value &#039;&#039;&#039;&amp;lt;server_operators_list&amp;gt;&#039;&#039;&#039; and change it to include  &#039;&#039;&#039;your nickname&#039;&#039;&#039;! Otherwise, you will be unable to access your server console from the game and also you will be unable to edit the server&#039;s Description and Welcome message.&lt;br /&gt;
# If you want to have a custom server icon, please replace the ServerIcon.png file in the &amp;quot;Data&amp;quot; subfolder. The icon image file requirements: PNG24 format, 256x256 size, up to 100 KB.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;SettingsServer.xml&#039;&#039;, &#039;&#039;&#039;do not modify misc and network parts&#039;&#039;&#039;! It may cause malfunction if something is set in a way it is not intended to be.&lt;br /&gt;
&lt;br /&gt;
You may, however, modify &amp;lt;server&amp;gt; part at your own risk. There you can set up some server configurations that would affect gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important (for Windows only):&#039;&#039;&#039; you need to allow the dotnet process in the Windows Firewall settings - if the Firewall access request was not shown automatically by Windows you can add the &amp;lt;code&amp;gt;C:\Program Files\dotnet\dotnet.exe&amp;lt;/code&amp;gt; file into Firewall whitelist. To to this, open Windows Start menu and search for &amp;quot;Allow an app through Windows Firewall&amp;quot; -&amp;gt; button &amp;quot;Allow another app&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; after creating the world please do not change the &#039;&#039;&#039;&amp;lt;fps&amp;gt;&#039;&#039;&#039; setting in the ServerSettings.xml file. Changing it might lead to the server game time bug (such as quickly decayed bases or never growing existing farm plants).&lt;br /&gt;
&lt;br /&gt;
==== Starting the server: ====&lt;br /&gt;
# Launch the command line (we recommending &#039;&#039;&#039;PowerShell&#039;&#039;&#039; in Windows) and navigate to this folder (hint: in Windows you can simply &#039;&#039;&#039;SHIFT + Right-click&#039;&#039;&#039; on the &amp;quot;Server&amp;quot; folder in Explorer and select &amp;quot;Open PowerShell window here&amp;quot;).&lt;br /&gt;
# Start the server executable with &amp;lt;code&amp;gt;load&amp;lt;/code&amp;gt; flag.&lt;br /&gt;
#:&amp;lt;code&amp;gt;dotnet CryoFall_Server.dll load&amp;lt;/code&amp;gt;&lt;br /&gt;
# Stop your server by typing command below and pressing Enter key (it will save the world before stopping).&lt;br /&gt;
#:&amp;lt;code&amp;gt;stop 60 The shutdown message text goes here&amp;lt;/code&amp;gt;&lt;br /&gt;
(Where &amp;lt;code&amp;gt;60&amp;lt;/code&amp;gt; is the shutdown delay (in seconds) so the connected players will have some time to find a safe location)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Please note that typing this message is really hard as the console is updating regularly! The best way is to simply copy-paste from the text editor the whole command text into the game console window (hint: you can paste in PowerShell by simply pressing the right mouse button) and pressing Enter key.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can always wipe the world by launching the game with &amp;lt;code&amp;gt;new&amp;lt;/code&amp;gt; flag:&lt;br /&gt;
:&amp;lt;code&amp;gt;dotnet CryoFall_Server.dll new&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Currently, we don&#039;t support the savegame migration between the major game versions (if there are changes to the game data serialization scheme). We plan to implement the proper data migration feature ASAP.&lt;br /&gt;
&lt;br /&gt;
==== Connecting to the server: ====&lt;br /&gt;
If you want to connect to your local game server, simply add SERVERS-&amp;gt;Custom list as &amp;lt;code&amp;gt;localhost&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To connect to the public server you need to navigate to SERVERS-&amp;gt;Community servers list (please note that this might not work if you host this server on the same PC as the client, read below). &lt;br /&gt;
&lt;br /&gt;
If you&#039;re attempting to host your server on a home computer and other players cannot connect to it, you need to manually forward the port &#039;&#039;&#039;UDP 6000&#039;&#039;&#039; on your home router to &#039;&#039;&#039;your local IP address&#039;&#039;&#039; (the game has the auto port forwarding feature but it often fails due to the difference in UPnP implementation on many routers). E.g. if your PC&#039;s IP address in local network is 192.168.1.100 (you can check it with ipconfig tool or in Windows network adapter&#039;s settings) you will need to setup a port forward rule on your router to forward traffic from port 6000 UDP to port 6000 UDP on IP address 192.168.1.100.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you&#039;re running a game server on the same PC as the game client:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;Please note that you might be unable to connect to the game server from the Community servers list on that PC due to NAT routing even with the proper port forwarding. In that case, simply add your server into the client custom servers list by providing its address as &amp;lt;code&amp;gt;localhost:6000&amp;lt;/code&amp;gt; and connect to it directly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you&#039;re running a game server in the same local network as the game client (for example you want to play over LAN with your friends and family):&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;You might be unable to connect to the game server from the Community servers list on that PC due to NAT routing even with the proper port forwarding. In that case, simply add your server into the client custom servers list by providing its local IP address (IPv4) and connect to it directly. To get your local IP address please use ipconfig command-line tool or check the network adapter properties in the network center. You need to get the local network IP address of the PC that is hosting the game server. Then add it in the custom servers list on your PC. You can lookup the IP address in the Windows network settings or by using CMD tool called ipconfig in Windows. For example, here we&#039;ve run the ipconfig tool here and see the IPv4 address as 192.168.1.200 ([https://cdn.discordapp.com/attachments/421250395298332672/739147674367950908/Screenshot_at_19-48-06.png screenshot]). We can use it on any other PC in the local network to connect to that PC hosting the game server.&lt;br /&gt;
&lt;br /&gt;
Connecting to the private servers requires adding it via the Custom servers menu.&lt;br /&gt;
&lt;br /&gt;
6000 is the default port but you can change it in the Data/SettingsServer.xml file.&lt;br /&gt;
&lt;br /&gt;
== Server update ==&lt;br /&gt;
When we&#039;re releasing a new version of the game server, you need to follow these steps to update it:&lt;br /&gt;
# Install &amp;quot;.NET Runtime&amp;quot; (version 5.0) https://dotnet.microsoft.com/download/dotnet/5.0/runtime&lt;br /&gt;
# Ensure you&#039;ve made a &#039;&#039;&#039;backup&#039;&#039;&#039; of the &amp;quot;&#039;&#039;&#039;Data&#039;&#039;&#039;&amp;quot; folder inside the game server installation folder.&lt;br /&gt;
# If you&#039;re updating from A28 or earlier versions, DELETE &amp;quot;Data/Saves&amp;quot; folder as the savegame is not compatible (breaking changes). Update from A29 to any A29 patch versions doesn&#039;t require this step (savegame is compatible).&lt;br /&gt;
# Download the new version of the server and overwrite your current installation with it (you can find the actual download link above in the &amp;quot;Installation&amp;quot; section).&lt;br /&gt;
# Stop the game server (if it&#039;s running).&lt;br /&gt;
# Important: please &#039;&#039;&#039;overwrite&#039;&#039;&#039; both Binaries and Core folders!&lt;br /&gt;
# Start the server as usual.&lt;br /&gt;
&lt;br /&gt;
== Server commands ==&lt;br /&gt;
# Ensure you&#039;re the server operator (you&#039;ve edited the ServerSettings.xml file and added yourself into the server_operators_list).&lt;br /&gt;
# Connect to your game server.&lt;br /&gt;
# The game console can be toggled by pressing &amp;lt;code&amp;gt;~&amp;lt;/code&amp;gt; (the key on the left from &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; key) like in old-school games (you can change the key binding for console in the controls options).&lt;br /&gt;
# Please add &amp;lt;code&amp;gt;/&amp;lt;/code&amp;gt; (slash) prefix to the server commands you want to execute.&lt;br /&gt;
# You can use &#039;&#039;&#039;Tab&#039;&#039;&#039; key to fill autocomplete, and you can use &#039;&#039;&#039;arrow Up/Down keys&#039;&#039;&#039; to navigate the suggestions list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is the page with the server commands list: [[CryoFall/Server/Commands|Server Commands List]]&lt;br /&gt;
&lt;br /&gt;
== Moderation (whitelist, blacklist, kicking, muting) ==&lt;br /&gt;
Server operator can access special moderation commands. To invoke these commands, please ensure you&#039;re the server operator, connect to your game server, open the console (~ key) and then you can use these commands: (replace username with the actual player nickname)&lt;br /&gt;
&lt;br /&gt;
Whitelist management:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/mod.whiteList.add username&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/mod.whiteList.remove username&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/mod.whiteList.print&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To enable whitelist:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/mod.whiteList.enabled 1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Blacklist management:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/mod.blackList.add username&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/mod.blackList.remove username&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/mod.blackList.print&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kicking players (temporary removing from server and blocking from connecting):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/mod.kickList.add username durationInMinutes&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/mod.kickList.remove username&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/mod.kickList.print&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Muting players (temporary removing their ability to send messages to chat):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/mod.muteList.add username durationInMinutes&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/mod.muteList.remove username&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/mod.muteList.print&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Server rates adjusting / Enabling PvP mode ==&lt;br /&gt;
Server rates (and PvE flag) are exposed in a separate config file. You can quickly change things like LP gain rate, increase item drops, reduce the player to player damage to zero, or even increase the damage from creatures and make it really tough for the players!&lt;br /&gt;
&lt;br /&gt;
To adjust the server rates, stop the server and check the file &amp;lt;game server&amp;gt;/Data/ServerRates.config&lt;br /&gt;
Please read carefullyΓÇöall the rates are disabled and in order to apply them &#039;&#039;&#039;you need to remove the # char at the start of the line&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
If you want to &#039;&#039;&#039;enable PvP&#039;&#039;&#039;, search PvE in the file. By default, this setting has value 1 and you need to change it to 0 and remove the # char at the start of the line.&lt;br /&gt;
&lt;br /&gt;
For advanced modding please read [http://forums.atomictorch.com/index.php?topic=1027.0 modding prerequisites].&lt;br /&gt;
&lt;br /&gt;
== Server raiding hours (for PvP) ==&lt;br /&gt;
&#039;&#039;&#039;(Please note: with A27 this feature is not recommend anymore as there is a better feature now ΓÇö S.H.I.E.L.D. protection that is enabled by default for PvP servers)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On PvP server, you could set up specific hours during which the raiding is possible.&lt;br /&gt;
&amp;lt;br&amp;gt;By default, offline raiding protection is not enabled so players could raid other players&#039; bases at any time.&lt;br /&gt;
&amp;lt;br&amp;gt;To enable offline raiding protection, please use this in-game console command:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;/admin.setRaidingWindow 4 14 1.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;In this code we&#039;re using (first number) +4 GMT/UTC timezone, (second number) hour of day when raiding is possible (value from 0 to 24), and (third number) is the duration of the raiding window (value from 0 to 24).&lt;br /&gt;
&amp;lt;br&amp;gt;So the code in the example will allow raiding from 14:00 (or 2PM) for 1.5 hours. &lt;br /&gt;
&amp;lt;br&amp;gt;After changing the value you could open Politics/Diplomacy menu ([P] key) and verify whether you set the correct numbers.&lt;br /&gt;
&amp;lt;br&amp;gt;Please note that Politics/Diplomacy menu displaying your local time (in your PC timezone)!&lt;br /&gt;
&lt;br /&gt;
== How to prohibit client modifications ==&lt;br /&gt;
If you wish to restrict usage of any client modifications on your server, please find &amp;quot;&amp;lt;no_client_mods&amp;gt;&amp;quot; setting in the SettingsServer.xml file. Change the value from 0 to 1 to enable this feature. It&#039;s recommended for PvP servers to set it to 1. You can read more details about this feature in [https://atomictorch.com/Post/Id2218/A28-Justice-Update-Release A28 Update announcement].&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=CryoFall/Server/Setup&amp;diff=1214</id>
		<title>CryoFall/Server/Setup</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=CryoFall/Server/Setup&amp;diff=1214"/>
		<updated>2019-08-29T15:33:20Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: /* How to host your own server: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Game server rent service ====&lt;br /&gt;
&#039;&#039;If you don&#039;t want to hassle with the game server setup, you can rent your own CryoFall server from PingPerfect now.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;They have locations all over the world, just visit them to get yours ΓÇö [https://pingperfect.com/gameservers/cryofall-game-server-hosting-rental.php?aff=586 PingPerfect.com] (this is our referral link).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
====Hardware requirements====&lt;br /&gt;
&amp;lt;br&amp;gt;(for up to about 100 players online) 2-core CPU 1.6-2 GHz, 1.5 GB RAM, 5-10 Mbit/s connection.&lt;br /&gt;
&amp;lt;br&amp;gt;(for up to about 200 players online) 2-core CPU 2-2.4 GHz, 2 GB RAM, 10-20 Mbit/s connection.&lt;br /&gt;
&amp;lt;br&amp;gt;Usually, VPS (virtual machines) hosting such as [https://www.vultr.com/?ref=7238385 Vultr.com] (this is our referral link as we&#039;re using this company services to host our own servers) is sufficient for hosting a game server. Using 1-core machines is not recommended as the game requires a secondary CPU to ensure smooth performance without hiccups during intensive background operations (such as world snapshot saving). Using more than a 2-core machine for a single game server hosting is redundant as the game cannot utilize more than two cores due to sequential execution of the game simulation (except physics and networking).&lt;br /&gt;
&lt;br /&gt;
====Software (system) requirements====&lt;br /&gt;
The server could run on Windows, Linux, and Mac.&lt;br /&gt;
&amp;lt;br&amp;gt;You need to have .NET Core 2.1 Runtime installed. It&#039;s supported for the many operating systems and installation is very quick.&lt;br /&gt;
&amp;lt;br&amp;gt;To install .NET Core 2.1 Runtime please visit [https://www.microsoft.com/net/download/dotnet-core/2.1 Microsoft .NET Core Downloads] and select Runtime Installer for your operating system. Follow the installation steps to set up the game server.&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
==== How to host your own server: ====&lt;br /&gt;
# Make sure to read server requirements section above and install the required software before attempting to run the server&amp;lt;br&amp;gt;(especially you need to install .NET Core Runtime as described there).&lt;br /&gt;
# &#039;&#039;&#039;Download the game server runtime from [https://atomictorch.com/Files/CryoFall_Server_v0.23.7.7_NetCore.zip SERVER DOWNLOAD LINK] and extract it.&#039;&#039;&#039;&lt;br /&gt;
# IMPORTANT: please ensure there are no space chars in the path to the extracted server location.&lt;br /&gt;
# The server executable is located in the subfolder: &amp;quot;Binaries/Server&amp;quot;. Launch the command line (or PowerShell in Windows) and navigate to this folder (hint: in Windows you can simply &#039;&#039;&#039;SHIFT + Right-click&#039;&#039;&#039; on the &amp;quot;Server&amp;quot; folder in Explorer and select &amp;quot;Open PowerShell window here&amp;quot;).&lt;br /&gt;
# Start the server executable first time with &amp;lt;code&amp;gt;loadOrNew&amp;lt;/code&amp;gt; flag. The server will start and create the game world.&lt;br /&gt;
#:&amp;lt;code&amp;gt;dotnet CryoFall_Server.dll loadOrNew&amp;lt;/code&amp;gt;&lt;br /&gt;
# Stop the server. To do so enter command below and press Enter key.&lt;br /&gt;
#:&amp;lt;code&amp;gt;stop 0&amp;lt;/code&amp;gt;&lt;br /&gt;
#The server will save and quit. Now you have the &amp;quot;SettingsServer.xml&amp;quot; and &amp;quot;ModsConfig.xml&amp;quot; files.&lt;br /&gt;
# Now you need to navigate to the subfolder &amp;quot;Data&amp;quot; (in the root of the server folder, &#039;&#039;&#039;not&#039;&#039;&#039; in the &amp;quot;Binaries/Server&amp;quot;) and modify &amp;quot;SettingsServer.xml&amp;quot; to set the unique server &#039;&#039;&#039;name&#039;&#039;&#039;, &#039;&#039;&#039;description&#039;&#039;&#039;, &#039;&#039;&#039;welcome_message&#039;&#039;&#039;, make it public if needed, set other settings, etc (there are XML comments explaining every setting so it should be straightforward).&lt;br /&gt;
# While you&#039;re still editing &amp;quot;SettingsServer.xml&amp;quot; file, please find the value &#039;&#039;&#039;&amp;lt;server_operators_list&amp;gt;&#039;&#039;&#039; and change it to include  &#039;&#039;&#039;your nickname&#039;&#039;&#039;! Otherwise, you will be unable to access your server console from the game.&lt;br /&gt;
# If you want to have a custom server icon, please replace the ServerIcon.png file in the &amp;quot;Data&amp;quot; subfolder. The icon image file requirements: PNG24 format, 256x256 size, up to 100 KB.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;SettingsServer.xml&#039;&#039;, &#039;&#039;&#039;do not modify misc and network parts&#039;&#039;&#039;! It may cause malfunction if something is set in a way it is not intended to be.&lt;br /&gt;
&lt;br /&gt;
You may, however, modify &amp;lt;server&amp;gt; part at your own risk. There you can set up some server configurations that would affect gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; if you are interested in hosting public server make sure to edit &amp;lt;code&amp;gt;&amp;lt;is_public_server&amp;gt;&amp;lt;/code&amp;gt; and set the value from 0 to 1. This will make your server accessible publicly. Also make sure your router is configured correctly (port forwarding) to enable other people to connect to your machine from outside. But ideally you should use dedicated server hardware to host public servers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important (for Windows):&#039;&#039;&#039; you need to allow the dotnet process in the Windows Firewall settings - if the Firewall access request was not shown automatically by Windows you can add the &amp;lt;code&amp;gt;C:\Program Files\dotnet\dotnet.exe&amp;lt;/code&amp;gt; file into Firewall whitelist. To to this, open Windows Start menu and search for &amp;quot;Allow an app through Windows Firewall&amp;quot; -&amp;gt; button &amp;quot;Allow another app&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Starting the server: ====&lt;br /&gt;
# Launch the command line (we recommending &#039;&#039;&#039;PowerShell&#039;&#039;&#039; in Windows) and navigate to this folder (hint: in Windows you can simply &#039;&#039;&#039;SHIFT + Right-click&#039;&#039;&#039; on the &amp;quot;Server&amp;quot; folder in Explorer and select &amp;quot;Open PowerShell window here&amp;quot;).&lt;br /&gt;
# Start the server executable with &amp;lt;code&amp;gt;load&amp;lt;/code&amp;gt; flag.&lt;br /&gt;
#:&amp;lt;code&amp;gt;dotnet CryoFall_Server.dll load&amp;lt;/code&amp;gt;&lt;br /&gt;
# Stop your server by typing command below and pressing Enter key (it will save the world before stopping).&lt;br /&gt;
#:&amp;lt;code&amp;gt;stop 60 The shutdown message text goes here&amp;lt;/code&amp;gt;&lt;br /&gt;
(Where &amp;lt;code&amp;gt;60&amp;lt;/code&amp;gt; is the shutdown delay (in seconds) so the connected players will have some time to find a safe location)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Please note that typing this message is really hard as the console is updating regularly! The best way is to simply copy-paste from the text editor the whole command text into the game console window (hint: you can paste in PowerShell by simply pressing the right mouse button) and pressing Enter key.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can always wipe the world by launching the game with &amp;lt;code&amp;gt;new&amp;lt;/code&amp;gt; flag:&lt;br /&gt;
:&amp;lt;code&amp;gt;dotnet CryoFall_Server.dll new&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Currently, we don&#039;t support the savegame migration between the major game versions (if there are changes to the game data serialization scheme). We plan to implement the proper data migration feature ASAP.&lt;br /&gt;
&lt;br /&gt;
==== Connecting to the server: ====&lt;br /&gt;
If you want to connect to your local game server, simply add SERVERS-&amp;gt;Custom list as &amp;lt;code&amp;gt;localhost&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To connect to the public server you need to navigate to SERVERS-&amp;gt;Community servers list (please note that this might not work if you host this server on the same PC as the client, read below). &lt;br /&gt;
&lt;br /&gt;
If you&#039;re attempting to host your server on a home computer and other players cannot connect to it, you need to manually forward the port &#039;&#039;&#039;UDP 6000&#039;&#039;&#039; on your home router to your local IP address (the game has the auto port forwarding feature but it often fails due to the difference in UPnP implementation on many routers).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please note that if you&#039;re running a game server on the same PC as the game client, you might be unable to connect to the game server from the Community servers list on that PC due to NAT routing even with the proper port forwarding. In that case, simply add your server into the client custom servers list by providing its address as &amp;lt;code&amp;gt;localhost:6000&amp;lt;/code&amp;gt; and connect to it directly.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Connecting to the private servers requires adding it via the Custom servers menu.&lt;br /&gt;
&lt;br /&gt;
6000 is the default port but you can change it in the Data/SettingsServer.xml file.&lt;br /&gt;
&lt;br /&gt;
== Server commands ==&lt;br /&gt;
# Ensure you&#039;re the server operator (you&#039;ve edited the ServerSettings.xml file and added yourself into the server_operators_list).&lt;br /&gt;
# Connect to your game server.&lt;br /&gt;
# The game console can be toggled by pressing &amp;lt;code&amp;gt;~&amp;lt;/code&amp;gt; (the key on the left from &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; key) like in old-school games (you can change the key binding for console in the controls options).&lt;br /&gt;
# Please add &amp;lt;code&amp;gt;/&amp;lt;/code&amp;gt; (slash) prefix to the server commands you want to execute.&lt;br /&gt;
# You can use &#039;&#039;&#039;Tab&#039;&#039;&#039; key to fill autocomplete, and you can use &#039;&#039;&#039;arrow Up/Down keys&#039;&#039;&#039; to navigate the suggestions list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is the page with the server commands list: [[CryoFall/Server/Commands|Server Commands List]]&lt;br /&gt;
&lt;br /&gt;
== Moderation (whitelist, blacklist, kicking, muting) ==&lt;br /&gt;
Server operator can access special moderation commands. To invoke these commands, please ensure you&#039;re the server operator, connect to your game server, open the console (~ key) and then you can use these commands: (replace username with the actual player nickname)&lt;br /&gt;
&lt;br /&gt;
Whitelist management:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/mod.whiteList.add username&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/mod.whiteList.remove username&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/mod.whiteList.print&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To enable whitelist:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/mod.whiteList.enabled 1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Blacklist management:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/mod.blackList.add username&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/mod.blackList.remove username&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/mod.blackList.print&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kicking players (temporary removing from server and blocking from connecting):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/mod.kickList.add username durationInMinutes&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/mod.kickList.remove username&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/mod.kickList.print&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Muting players (temporary removing their ability to send messages to chat):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/mod.muteList.add username durationInMinutes&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/mod.muteList.remove username&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/mod.muteList.print&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Server rates adjusting / Enabling PvE mode ==&lt;br /&gt;
Server rates (and PvE flag) are exposed in a separate config file. You can quickly change things like LP gain rate, increase item drops, reduce the player to player damage to zero or even increase the damage from creatures and make it really tough for the players!&lt;br /&gt;
&lt;br /&gt;
To adjust the server rates, stop the server and check the file &amp;lt;game server&amp;gt;/Data/ServerRates.config&lt;br /&gt;
&lt;br /&gt;
Please read carefullyΓÇöall the rates are disabled and in order to apply them you need to remove the # char at the start of the line!&lt;br /&gt;
&lt;br /&gt;
For advanced modding please read [http://forums.atomictorch.com/index.php?topic=1027.0 modding prerequisites].&lt;br /&gt;
&lt;br /&gt;
== Server raiding hours (for PvP) ==&lt;br /&gt;
On PvP server, you could set up specific hours during which the raiding is possible.&lt;br /&gt;
&amp;lt;br&amp;gt;By default, offline raiding protection is not enabled so players could raid other players&#039; bases at any time.&lt;br /&gt;
&amp;lt;br&amp;gt;To enable offline raiding protection, please use this in-game console command:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;/admin.setRaidingWindow 4 14 1.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;In this code we&#039;re using (first number) +4 GMT/UTC timezone, (second number) hour of day when raiding is possible (value from 0 to 24), and (third number) is the duration of the raiding window (value from 0 to 24).&lt;br /&gt;
&amp;lt;br&amp;gt;So the code in the example will allow raiding from 14:00 (or 2PM) for 1.5 hours. &lt;br /&gt;
&amp;lt;br&amp;gt;After changing the value you could open Politics/Diplomacy menu ([P] key) and verify whether you set the correct numbers.&lt;br /&gt;
&amp;lt;br&amp;gt;Please note that Politics/Diplomacy menu displaying your local time (in your PC timezone)!&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=Main_Page&amp;diff=1185</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=Main_Page&amp;diff=1185"/>
		<updated>2019-05-30T07:00:54Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: /* CryoFall Wiki */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AtomicTorchStudioLogoTransparent.png]]&amp;lt;br&amp;gt;Welcome to &#039;&#039;&#039;AtomicTorch Studio&#039;&#039;&#039; wiki!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Links:&#039;&#039;&#039;&lt;br /&gt;
* [http://atomictorch.com AtomicTorch Studio portal] (&#039;&#039;&#039;website&#039;&#039;&#039; and developer&#039;s &#039;&#039;&#039;blog&#039;&#039;&#039;)&lt;br /&gt;
* [http://forums.atomictorch.com Forums] (official forms)&lt;br /&gt;
* [http://atomictorch.com/Store Store] (official store)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This wiki is work in progress and is in no way complete. We are only starting adding content here, for now mostly for our own reference. But if you would like to help - feel free to create an account. Any help with adding additional materials or organizing what&#039;s already here is appreciated!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= [[CryoFall]] Wiki =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:40%&amp;quot; | Get the game&lt;br /&gt;
! style=&amp;quot;width:60%&amp;quot; | Articles&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;!-- get the game --&amp;gt;&lt;br /&gt;
[[File:CryoFallBanner.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
You can find additional information about CryoFall on the official website.&lt;br /&gt;
* [http://CryoFall.com CryoFall website]&lt;br /&gt;
* [https://store.steampowered.com/app/829590/CryoFall/ CryoFall Steam Page]&lt;br /&gt;
| &amp;lt;!-- the game --&amp;gt;&lt;br /&gt;
Please note that the official CryoFall wiki is hosed at [https://cryofall.gamepedia.com/CryoFall_Wiki https://cryofall.gamepedia.com].&lt;br /&gt;
&lt;br /&gt;
Additional articles:&lt;br /&gt;
* [[CryoFall/Server/Setup|Server Setup]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= [[VoidExpanse]] Wiki =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:40%&amp;quot; | Get the game&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot; | The game&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot; | Modding&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot; | Tutorials&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;!-- get the game --&amp;gt;&lt;br /&gt;
[[File:VoidExpanseBanner.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
You can find additional information about [[VoidExpanse]] on the official website.&lt;br /&gt;
* [http://voidexpanse.com VoidExpanse website]&lt;br /&gt;
| &amp;lt;!-- the game --&amp;gt;&lt;br /&gt;
* [[VoidExpanse/Ships|Ships]]&lt;br /&gt;
* [[VoidExpanse/Weapons|Weapons]]&lt;br /&gt;
* [[VoidExpanse/Equipment|Equipment]]&lt;br /&gt;
* [[VoidExpanse/Topics|NPCs and topics]]&lt;br /&gt;
* [[VoidExpanse/Holodeck|Holodeck]]&lt;br /&gt;
* [[VoidExpanse/Ore|Ore]]&lt;br /&gt;
* [[VoidExpanse/Goods|Goods]]&lt;br /&gt;
* [[VoidExpanse/Objects|Alien Relics &amp;amp; Body Parts]]&lt;br /&gt;
| &amp;lt;!-- modding --&amp;gt;&lt;br /&gt;
* [[VoidExpanse/installing_mods|How to install mods?]]&lt;br /&gt;
* [[VoidExpanse/mod_uploader|Steam Mod Uploader]]&lt;br /&gt;
* [[VoidExpanse/modding|Modding]]&lt;br /&gt;
* [[VoidExpanse/scripting_api|Scripting]]&lt;br /&gt;
* [[VoidExpanse/localization|Localization and Translation]]&lt;br /&gt;
| &amp;lt;!-- tutorials --&amp;gt;&lt;br /&gt;
* [[VoidExpanse/updating_the_game|How to update the game?]]&lt;br /&gt;
* [[VoidExpanse/Server_setup|Server setup]]&lt;br /&gt;
* [[VoidExpanse/SteamCMD|SteamCMD Linux setup]]&lt;br /&gt;
* [[VoidExpanse/Server_commands|Server commands]]&lt;br /&gt;
* [[VoidExpanse/Troubleshooting|Troubleshooting]]&lt;br /&gt;
* [[VoidExpanse/Linux_Compatibility|Running on Linux]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= [[Dinocide]] Wiki =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:40%&amp;quot; | Get the game&lt;br /&gt;
! style=&amp;quot;width:30%&amp;quot; | The game&lt;br /&gt;
! style=&amp;quot;width:30%&amp;quot; | Game content&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;!-- get the game --&amp;gt;&lt;br /&gt;
[[File:DinocideBanner.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
[[Dinocide]] is currently in development. You can find all information about the game on the website.&lt;br /&gt;
* [http://dinocide.com Dinocide website]&lt;br /&gt;
* [http://dinocide.com/Pages/Dinocide-Download-Demo-Version Download Dinocide Demo]&lt;br /&gt;
| &amp;lt;!-- the game --&amp;gt;&lt;br /&gt;
* [[Dinocide/Tactics|Tactics]]&lt;br /&gt;
* [[Dinocide/World map|World map]]&lt;br /&gt;
* [[Dinocide/Bosses|Bosses]]&lt;br /&gt;
| &amp;lt;!-- content --&amp;gt;&lt;br /&gt;
* [[Dinocide/Dinosaurs|Dinosaurs]]&lt;br /&gt;
* [[Dinocide/Weapons|Weapons]]&lt;br /&gt;
* [[Dinocide/Items|Items]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= AtomicTorch Studio technology wiki =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:50%&amp;quot; | Information&lt;br /&gt;
! style=&amp;quot;width:50%&amp;quot; | Projects&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
Aside from the game projects AtomicTorch Studio also develops certain software projects to aid its game development needs. These projects are mostly intended for internal use, however our latest work ([[RENKEI_Engine|RENKEI Engine]]) is quite a powerful tool by itself which might interest other developers as well. Hence we decided to make the information available publicly.&lt;br /&gt;
| &amp;lt;!-- links --&amp;gt;&lt;br /&gt;
* [[RENKEI_Engine|RENKEI Engine]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Editing wiki ==&lt;br /&gt;
* [[:Category:Templates|List of templates]]&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=Main_Page&amp;diff=1184</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=Main_Page&amp;diff=1184"/>
		<updated>2019-05-30T06:58:39Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: /* CryoFall Wiki */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AtomicTorchStudioLogoTransparent.png]]&amp;lt;br&amp;gt;Welcome to &#039;&#039;&#039;AtomicTorch Studio&#039;&#039;&#039; wiki!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Links:&#039;&#039;&#039;&lt;br /&gt;
* [http://atomictorch.com AtomicTorch Studio portal] (&#039;&#039;&#039;website&#039;&#039;&#039; and developer&#039;s &#039;&#039;&#039;blog&#039;&#039;&#039;)&lt;br /&gt;
* [http://forums.atomictorch.com Forums] (official forms)&lt;br /&gt;
* [http://atomictorch.com/Store Store] (official store)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This wiki is work in progress and is in no way complete. We are only starting adding content here, for now mostly for our own reference. But if you would like to help - feel free to create an account. Any help with adding additional materials or organizing what&#039;s already here is appreciated!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= [[CryoFall]] Wiki =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:40%&amp;quot; | Get the game&lt;br /&gt;
! style=&amp;quot;width:60%&amp;quot; | Articles&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;!-- get the game --&amp;gt;&lt;br /&gt;
[[File:CryoFallBanner.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
You can find additional information about CryoFall on the official website.&lt;br /&gt;
* [http://CryoFall.com CryoFall website]&lt;br /&gt;
* [https://store.steampowered.com/app/829590/CryoFall/ CryoFall Steam Page]&lt;br /&gt;
| &amp;lt;!-- the game --&amp;gt;&lt;br /&gt;
* [[CryoFall/Server/Setup|Server Setup]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= [[VoidExpanse]] Wiki =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:40%&amp;quot; | Get the game&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot; | The game&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot; | Modding&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot; | Tutorials&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;!-- get the game --&amp;gt;&lt;br /&gt;
[[File:VoidExpanseBanner.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
You can find additional information about [[VoidExpanse]] on the official website.&lt;br /&gt;
* [http://voidexpanse.com VoidExpanse website]&lt;br /&gt;
| &amp;lt;!-- the game --&amp;gt;&lt;br /&gt;
* [[VoidExpanse/Ships|Ships]]&lt;br /&gt;
* [[VoidExpanse/Weapons|Weapons]]&lt;br /&gt;
* [[VoidExpanse/Equipment|Equipment]]&lt;br /&gt;
* [[VoidExpanse/Topics|NPCs and topics]]&lt;br /&gt;
* [[VoidExpanse/Holodeck|Holodeck]]&lt;br /&gt;
* [[VoidExpanse/Ore|Ore]]&lt;br /&gt;
* [[VoidExpanse/Goods|Goods]]&lt;br /&gt;
* [[VoidExpanse/Objects|Alien Relics &amp;amp; Body Parts]]&lt;br /&gt;
| &amp;lt;!-- modding --&amp;gt;&lt;br /&gt;
* [[VoidExpanse/installing_mods|How to install mods?]]&lt;br /&gt;
* [[VoidExpanse/mod_uploader|Steam Mod Uploader]]&lt;br /&gt;
* [[VoidExpanse/modding|Modding]]&lt;br /&gt;
* [[VoidExpanse/scripting_api|Scripting]]&lt;br /&gt;
* [[VoidExpanse/localization|Localization and Translation]]&lt;br /&gt;
| &amp;lt;!-- tutorials --&amp;gt;&lt;br /&gt;
* [[VoidExpanse/updating_the_game|How to update the game?]]&lt;br /&gt;
* [[VoidExpanse/Server_setup|Server setup]]&lt;br /&gt;
* [[VoidExpanse/SteamCMD|SteamCMD Linux setup]]&lt;br /&gt;
* [[VoidExpanse/Server_commands|Server commands]]&lt;br /&gt;
* [[VoidExpanse/Troubleshooting|Troubleshooting]]&lt;br /&gt;
* [[VoidExpanse/Linux_Compatibility|Running on Linux]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= [[Dinocide]] Wiki =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:40%&amp;quot; | Get the game&lt;br /&gt;
! style=&amp;quot;width:30%&amp;quot; | The game&lt;br /&gt;
! style=&amp;quot;width:30%&amp;quot; | Game content&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;!-- get the game --&amp;gt;&lt;br /&gt;
[[File:DinocideBanner.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
[[Dinocide]] is currently in development. You can find all information about the game on the website.&lt;br /&gt;
* [http://dinocide.com Dinocide website]&lt;br /&gt;
* [http://dinocide.com/Pages/Dinocide-Download-Demo-Version Download Dinocide Demo]&lt;br /&gt;
| &amp;lt;!-- the game --&amp;gt;&lt;br /&gt;
* [[Dinocide/Tactics|Tactics]]&lt;br /&gt;
* [[Dinocide/World map|World map]]&lt;br /&gt;
* [[Dinocide/Bosses|Bosses]]&lt;br /&gt;
| &amp;lt;!-- content --&amp;gt;&lt;br /&gt;
* [[Dinocide/Dinosaurs|Dinosaurs]]&lt;br /&gt;
* [[Dinocide/Weapons|Weapons]]&lt;br /&gt;
* [[Dinocide/Items|Items]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= AtomicTorch Studio technology wiki =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:50%&amp;quot; | Information&lt;br /&gt;
! style=&amp;quot;width:50%&amp;quot; | Projects&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
Aside from the game projects AtomicTorch Studio also develops certain software projects to aid its game development needs. These projects are mostly intended for internal use, however our latest work ([[RENKEI_Engine|RENKEI Engine]]) is quite a powerful tool by itself which might interest other developers as well. Hence we decided to make the information available publicly.&lt;br /&gt;
| &amp;lt;!-- links --&amp;gt;&lt;br /&gt;
* [[RENKEI_Engine|RENKEI Engine]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Editing wiki ==&lt;br /&gt;
* [[:Category:Templates|List of templates]]&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=Template:Future&amp;diff=1143</id>
		<title>Template:Future</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=Template:Future&amp;diff=1143"/>
		<updated>2019-02-14T06:38:08Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{Box|File:Warning.png|This article contains information about features that are not yet part of the game but could be added in the future updates.}}&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=CryoFall/Server/Setup&amp;diff=1080</id>
		<title>CryoFall/Server/Setup</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=CryoFall/Server/Setup&amp;diff=1080"/>
		<updated>2018-09-06T11:40:07Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: /* How to host your own server: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Multiplayer server setup =&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
Hardware requirements: (for up to about 128 players online) 2-core CPU 1.6-2 GHz, 1-1.5 GB RAM, 5-10 Mbit/s connection.&lt;br /&gt;
&lt;br /&gt;
To launch a multiplayer server on any system, you need to have .NET Core 2.1 Runtime installed. It&#039;s supported for the many operating systems including Windows, Linux and Mac and installation is very quick.&lt;br /&gt;
To install .NET Core 2.1 Runtime please visit [https://www.microsoft.com/net/download/dotnet-core/2.1 Microsoft .NET Core Downloads] and select Runtime Installer for your operating system. Follow the installation steps to setup the game server.&lt;br /&gt;
&lt;br /&gt;
==== Docker Image ====&lt;br /&gt;
The docker server image is coming soon. It will make it much easier to install and update the game on Linux.&lt;br /&gt;
Currently, only the .NET Core executable is distributed (which is cross-platform but requires .NET Core 2.1 to be installed as described above).&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
==== How to host your own server: ====&lt;br /&gt;
# Make sure to read server requirements section above and install the required software before attempting to run the server.&lt;br /&gt;
# Download the game server runtime from [https://atomictorch.com/Account/MyItems AtomicTorch.com] (you need to be logged-in to access the page) and extract it. &lt;br /&gt;
# The server executable is located in the subfolder: &amp;quot;Binaries/Server&amp;quot;. Launch the command line (or PowerShell in Windows) and navigate to this folder (hint: in Windows you can simply &#039;&#039;&#039;SHIFT + Right-click&#039;&#039;&#039; on the &amp;quot;Server&amp;quot; folder in Explorer and select &amp;quot;Open PowerShell window here&amp;quot;).&lt;br /&gt;
# Start the server executable first time with &amp;lt;code&amp;gt;loadOrNew&amp;lt;/code&amp;gt; flag: &amp;lt;code&amp;gt;dotnet .\CryoFall_Server.dll loadOrNew&amp;lt;/code&amp;gt;. The server will start and create the game world.&lt;br /&gt;
# Enter &amp;lt;code&amp;gt;stop 0&amp;lt;/code&amp;gt; and press Enter key. The server will save and quit. Now you have the &amp;quot;SettingsServer.xml&amp;quot; and &amp;quot;ModsConfig.xml&amp;quot; files.&lt;br /&gt;
# Now you need to navigate to the game subfolder &amp;quot;Data&amp;quot; (which is in the root of the game folder, &#039;&#039;&#039;not&#039;&#039;&#039; in the &amp;quot;Binaries/Server&amp;quot;) and modify &amp;quot;SettingsServer.xml&amp;quot; to set the unique server name, make it private if needed, set other settings, etc... There are XML comments explaining every setting so it should be straightforward.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;SettingsServer.xml&#039;&#039;, &#039;&#039;&#039;do not modify misc and network parts&#039;&#039;&#039;! It may cause malfunction if something is set in a way it is not intended to be.&lt;br /&gt;
&lt;br /&gt;
You may, however, modify &amp;lt;server&amp;gt; part at your own risk. There you can set up some server configurations that would affect gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; if you are interested in hosting public server make sure to edit &amp;lt;code&amp;gt;&amp;lt;is_public_server&amp;gt;0&amp;lt;/is_public_server&amp;gt;&amp;lt;/code&amp;gt; and set the value to 1. This will make your server accessible publicly. Also make sure your router is configured correctly (port forwarding) to enable other people to connect to your machine from outside. But ideally you should use dedicated server hardware to host public servers.&lt;br /&gt;
&lt;br /&gt;
==== Starting the server: ====&lt;br /&gt;
# Launch the command line (or PowerShell in Windows) and navigate to this folder (hint: in Windows you can simply &#039;&#039;&#039;SHIFT + Right-click&#039;&#039;&#039; on the &amp;quot;Server&amp;quot; folder in Explorer and select &amp;quot;Open PowerShell window here&amp;quot;).&lt;br /&gt;
# Start the server executable with &amp;lt;code&amp;gt;load&amp;lt;/code&amp;gt; flag: &amp;lt;code&amp;gt;dotnet .\CryoFall_Server.dll load&amp;lt;/code&amp;gt;&lt;br /&gt;
# Stop your server by typing &amp;lt;code&amp;gt;stop 60 My shutdown message goes here&amp;lt;/code&amp;gt; (where 60 is the shutdown delay so the connected players will have some time to find a safe location) and pressing Enter key any time (it will save the world before stopping). Please note that typing this message is really hard as the console is updating regularly! The best way is to simply copy-paste from the text editor the whole command text into the game console window (hint: you can paste in PowerShell by simply pressing the right mouse button) and pressing Enter key.&lt;br /&gt;
&lt;br /&gt;
You can always wipe the world by launching the game with &amp;lt;code&amp;gt;new&amp;lt;/code&amp;gt; flag: &amp;lt;code&amp;gt;dotnet .\CryoFall_Server.dll new&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently we don&#039;t support the savegame migration between the game versions if there are changes to the game data scheme (data serialization scheme). We plan to implement the proper data migration feature ASAP.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Connecting to the server: ====&lt;br /&gt;
To connect to the public server you can simply run the game and navigate to SERVERS-&amp;gt;Community servers list. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re attempting to host your server on a home computer and other players cannot connect to it, you need to manually forward the port &#039;&#039;&#039;UDP 6000&#039;&#039;&#039; on your home router to your local IP address (the game has the auto port forwarding feature but it often fails due to the difference in UPnP implementation on many routers).&lt;br /&gt;
&lt;br /&gt;
Please note that if you&#039;re running a game server on the same PC as the game client, you might be unable to connect to the game server from the Community servers list on that PC due to NAT routing even with the proper port forwarding. In that case, simply add a Custom game server as &amp;lt;code&amp;gt;localhost:6000&amp;lt;/code&amp;gt; and connect to it directly.&lt;br /&gt;
&lt;br /&gt;
Connecting to the private servers requires adding it via the Custom servers menu.&lt;br /&gt;
&lt;br /&gt;
6000 is the default port but you can change it in the Data/SettingsServer.xml file.&lt;br /&gt;
&lt;br /&gt;
== Whitelist, blacklist ==&lt;br /&gt;
This feature is not implemented yet and coming soon.&lt;br /&gt;
&lt;br /&gt;
== Server commands ==&lt;br /&gt;
The server commands list and operators access setup instructions are coming soon.&lt;br /&gt;
&lt;br /&gt;
For the time being you can use &amp;lt;code&amp;gt;/help&amp;lt;/code&amp;gt; in the game console to get a full list of console commands available in the game.&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=CryoFall/Server/Setup&amp;diff=1079</id>
		<title>CryoFall/Server/Setup</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=CryoFall/Server/Setup&amp;diff=1079"/>
		<updated>2018-09-05T10:38:06Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: /* How to host your own server: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Multiplayer server setup =&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
Hardware requirements: (for up to about 128 players online) 2-core CPU 1.6-2 GHz, 1-1.5 GB RAM, 5-10 Mbit/s connection.&lt;br /&gt;
&lt;br /&gt;
To launch a multiplayer server on any system, you need to have .NET Core 2.1 Runtime installed. It&#039;s supported for the many operating systems including Windows, Linux and Mac and installation is very quick.&lt;br /&gt;
To install .NET Core 2.1 Runtime please visit [https://www.microsoft.com/net/download/dotnet-core/2.1 Microsoft .NET Core Downloads] and select Runtime Installer for your operating system. Follow the installation steps to setup the game server.&lt;br /&gt;
&lt;br /&gt;
==== Docker Image ====&lt;br /&gt;
The docker server image is coming soon. It will make it much easier to install and update the game on Linux.&lt;br /&gt;
Currently, only the .NET Core executable is distributed (which is cross-platform but requires .NET Core 2.1 to be installed as described above).&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
==== How to host your own server: ====&lt;br /&gt;
# Make sure to read server requirements section above and install the required software before attempting to run the server.&lt;br /&gt;
# Download the game server runtime from [https://atomictorch.com/Account/MyItems AtomicTorch.com] (you need to be logged-in to access the page) and extract it. &lt;br /&gt;
# The server executable is located in the subfolder: &amp;quot;Binaries/Server&amp;quot;. Launch the command line (or PowerShell in Windows) and navigate to this folder (hint: in Windows you can simply &#039;&#039;&#039;SHIFT + Right-click&#039;&#039;&#039; on the &amp;quot;Server&amp;quot; folder in Explorer and select &amp;quot;Open PowerShell window here&amp;quot;).&lt;br /&gt;
# Start the server executable first time with &amp;lt;code&amp;gt;loadOrNew&amp;lt;/code&amp;gt; flag: &amp;lt;code&amp;gt;dotnet .\CryoFall_Server.dll loadOrNew&amp;lt;/code&amp;gt;. The server will start and create the game world.&lt;br /&gt;
# Enter &amp;lt;code&amp;gt;stop 0&amp;lt;/code&amp;gt; and press Enter key. The server will save and quit. Now you have the &amp;quot;SettingsServer.xml&amp;quot; and &amp;quot;ModsConfig.xml&amp;quot; files.&lt;br /&gt;
# Now you need to navigate to the game subfolder &amp;quot;Data&amp;quot; (which is in the root of the game folder, &#039;&#039;&#039;not&#039;&#039;&#039; in the &amp;quot;Binaries/Server&amp;quot;) and modify &amp;quot;SettingsServer.xml&amp;quot; to set the unique server name, make it private if needed, set other settings, etc... There are XML comments explaining every setting so it should be straightforward.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;SettingsServer.xml&#039;&#039;, &#039;&#039;&#039;do not modify misc and network parts&#039;&#039;&#039;! It may cause malfunction if something is set in a way it is not intended to be.&lt;br /&gt;
&lt;br /&gt;
You may, however, modify &amp;lt;server&amp;gt; part at your own risk. There you can set up some server configurations that would affect gameplay.&lt;br /&gt;
&lt;br /&gt;
==== Starting the server: ====&lt;br /&gt;
# Launch the command line (or PowerShell in Windows) and navigate to this folder (hint: in Windows you can simply &#039;&#039;&#039;SHIFT + Right-click&#039;&#039;&#039; on the &amp;quot;Server&amp;quot; folder in Explorer and select &amp;quot;Open PowerShell window here&amp;quot;).&lt;br /&gt;
# Start the server executable with &amp;lt;code&amp;gt;load&amp;lt;/code&amp;gt; flag: &amp;lt;code&amp;gt;dotnet .\CryoFall_Server.dll load&amp;lt;/code&amp;gt;&lt;br /&gt;
# Stop your server by typing &amp;lt;code&amp;gt;stop 60 My shutdown message goes here&amp;lt;/code&amp;gt; (where 60 is the shutdown delay so the connected players will have some time to find a safe location) and pressing Enter key any time (it will save the world before stopping). Please note that typing this message is really hard as the console is updating regularly! The best way is to simply copy-paste from the text editor the whole command text into the game console window (hint: you can paste in PowerShell by simply pressing the right mouse button) and pressing Enter key.&lt;br /&gt;
&lt;br /&gt;
You can always wipe the world by launching the game with &amp;lt;code&amp;gt;new&amp;lt;/code&amp;gt; flag: &amp;lt;code&amp;gt;dotnet .\CryoFall_Server.dll new&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently we don&#039;t support the savegame migration between the game versions if there are changes to the game data scheme (data serialization scheme). We plan to implement the proper data migration feature ASAP.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Connecting to the server: ====&lt;br /&gt;
To connect to the public server you can simply run the game and navigate to SERVERS-&amp;gt;Community servers list. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re attempting to host your server on a home computer and other players cannot connect to it, you need to manually forward the port &#039;&#039;&#039;UDP 6000&#039;&#039;&#039; on your home router to your local IP address (the game has the auto port forwarding feature but it often fails due to the difference in UPnP implementation on many routers).&lt;br /&gt;
&lt;br /&gt;
Please note that if you&#039;re running a game server on the same PC as the game client, you might be unable to connect to the game server from the Community servers list on that PC due to NAT routing even with the proper port forwarding. In that case, simply add a Custom game server as &amp;lt;code&amp;gt;localhost:6000&amp;lt;/code&amp;gt; and connect to it directly.&lt;br /&gt;
&lt;br /&gt;
Connecting to the private servers requires adding it via the Custom servers menu.&lt;br /&gt;
&lt;br /&gt;
6000 is the default port but you can change it in the Data/SettingsServer.xml file.&lt;br /&gt;
&lt;br /&gt;
== Whitelist, blacklist ==&lt;br /&gt;
This feature is not implemented yet and coming soon.&lt;br /&gt;
&lt;br /&gt;
== Server commands ==&lt;br /&gt;
The server commands list and operators access setup instructions are coming soon.&lt;br /&gt;
&lt;br /&gt;
For the time being you can use &amp;lt;code&amp;gt;/help&amp;lt;/code&amp;gt; in the game console to get a full list of console commands available in the game.&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=CryoFall/Server/Setup&amp;diff=1078</id>
		<title>CryoFall/Server/Setup</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=CryoFall/Server/Setup&amp;diff=1078"/>
		<updated>2018-09-05T10:14:34Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: /* Server commands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Multiplayer server setup =&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
Hardware requirements: (for up to about 128 players online) 2-core CPU 1.6-2 GHz, 1-1.5 GB RAM, 5-10 Mbit/s connection.&lt;br /&gt;
&lt;br /&gt;
To launch a multiplayer server on any system, you need to have .NET Core 2.1 Runtime installed. It&#039;s supported for the many operating systems including Windows, Linux and Mac and installation is very quick.&lt;br /&gt;
To install .NET Core 2.1 Runtime please visit [https://www.microsoft.com/net/download/dotnet-core/2.1 Microsoft .NET Core Downloads] and select Runtime Installer for your operating system. Follow the installation steps to setup the game server.&lt;br /&gt;
&lt;br /&gt;
==== Docker Image ====&lt;br /&gt;
The docker server image is coming soon. It will make it much easier to install and update the game on Linux.&lt;br /&gt;
Currently, only the .NET Core executable is distributed (which is cross-platform but requires .NET Core 2.1 to be installed as described above).&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
==== How to host your own server: ====&lt;br /&gt;
# Download the game server runtime from [https://atomictorch.com/Account/MyItems AtomicTorch.com] (you need to be logged-in to access the page) and extract it. &lt;br /&gt;
# The server executable is located in the subfolder: &amp;quot;Binaries/Server&amp;quot;. Launch the command line (or PowerShell in Windows) and navigate to this folder (hint: in Windows you can simply &#039;&#039;&#039;SHIFT + Right-click&#039;&#039;&#039; on the &amp;quot;Server&amp;quot; folder in Explorer and select &amp;quot;Open PowerShell window here&amp;quot;).&lt;br /&gt;
# Start the server executable first time with &amp;lt;code&amp;gt;loadOrNew&amp;lt;/code&amp;gt; flag: &amp;lt;code&amp;gt;dotnet .\CryoFall_Server.dll loadOrNew&amp;lt;/code&amp;gt;. The server will start and create the game world.&lt;br /&gt;
# Enter &amp;lt;code&amp;gt;stop 0&amp;lt;/code&amp;gt; and press Enter key. The server will save and quit. Now you have the &amp;quot;SettingsServer.xml&amp;quot; and &amp;quot;ModsConfig.xml&amp;quot; files.&lt;br /&gt;
# Now you need to navigate to the game subfolder &amp;quot;Data&amp;quot; (which is in the root of the game folder, &#039;&#039;&#039;not&#039;&#039;&#039; in the &amp;quot;Binaries/Server&amp;quot;) and modify &amp;quot;SettingsServer.xml&amp;quot; to set the unique server name, make it private if needed, set other settings, etc... There are XML comments explaining every setting so it should be straightforward.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;SettingsServer.xml&#039;&#039;, &#039;&#039;&#039;do not modify misc and network parts&#039;&#039;&#039;! It may cause malfunction if something is set in a way it is not intended to be.&lt;br /&gt;
&lt;br /&gt;
You may, however, modify &amp;lt;server&amp;gt; part at your own risk. There you can set up some server configurations that would affect gameplay.&lt;br /&gt;
&lt;br /&gt;
==== Starting the server: ====&lt;br /&gt;
# Launch the command line (or PowerShell in Windows) and navigate to this folder (hint: in Windows you can simply &#039;&#039;&#039;SHIFT + Right-click&#039;&#039;&#039; on the &amp;quot;Server&amp;quot; folder in Explorer and select &amp;quot;Open PowerShell window here&amp;quot;).&lt;br /&gt;
# Start the server executable with &amp;lt;code&amp;gt;load&amp;lt;/code&amp;gt; flag: &amp;lt;code&amp;gt;dotnet .\CryoFall_Server.dll load&amp;lt;/code&amp;gt;&lt;br /&gt;
# Stop your server by typing &amp;lt;code&amp;gt;stop 60 My shutdown message goes here&amp;lt;/code&amp;gt; (where 60 is the shutdown delay so the connected players will have some time to find a safe location) and pressing Enter key any time (it will save the world before stopping). Please note that typing this message is really hard as the console is updating regularly! The best way is to simply copy-paste from the text editor the whole command text into the game console window (hint: you can paste in PowerShell by simply pressing the right mouse button) and pressing Enter key.&lt;br /&gt;
&lt;br /&gt;
You can always wipe the world by launching the game with &amp;lt;code&amp;gt;new&amp;lt;/code&amp;gt; flag: &amp;lt;code&amp;gt;dotnet .\CryoFall_Server.dll new&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently we don&#039;t support the savegame migration between the game versions if there are changes to the game data scheme (data serialization scheme). We plan to implement the proper data migration feature ASAP.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Connecting to the server: ====&lt;br /&gt;
To connect to the public server you can simply run the game and navigate to SERVERS-&amp;gt;Community servers list. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re attempting to host your server on a home computer and other players cannot connect to it, you need to manually forward the port &#039;&#039;&#039;UDP 6000&#039;&#039;&#039; on your home router to your local IP address (the game has the auto port forwarding feature but it often fails due to the difference in UPnP implementation on many routers).&lt;br /&gt;
&lt;br /&gt;
Please note that if you&#039;re running a game server on the same PC as the game client, you might be unable to connect to the game server from the Community servers list on that PC due to NAT routing even with the proper port forwarding. In that case, simply add a Custom game server as &amp;lt;code&amp;gt;localhost:6000&amp;lt;/code&amp;gt; and connect to it directly.&lt;br /&gt;
&lt;br /&gt;
Connecting to the private servers requires adding it via the Custom servers menu.&lt;br /&gt;
&lt;br /&gt;
6000 is the default port but you can change it in the Data/SettingsServer.xml file.&lt;br /&gt;
&lt;br /&gt;
== Whitelist, blacklist ==&lt;br /&gt;
This feature is not implemented yet and coming soon.&lt;br /&gt;
&lt;br /&gt;
== Server commands ==&lt;br /&gt;
The server commands list and operators access setup instructions are coming soon.&lt;br /&gt;
&lt;br /&gt;
For the time being you can use &amp;lt;code&amp;gt;/help&amp;lt;/code&amp;gt; in the game console to get a full list of console commands available in the game.&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=CryoFall/Server/Setup&amp;diff=1077</id>
		<title>CryoFall/Server/Setup</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=CryoFall/Server/Setup&amp;diff=1077"/>
		<updated>2018-09-05T10:10:05Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: /* How to host your own server: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Multiplayer server setup =&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
Hardware requirements: (for up to about 128 players online) 2-core CPU 1.6-2 GHz, 1-1.5 GB RAM, 5-10 Mbit/s connection.&lt;br /&gt;
&lt;br /&gt;
To launch a multiplayer server on any system, you need to have .NET Core 2.1 Runtime installed. It&#039;s supported for the many operating systems including Windows, Linux and Mac and installation is very quick.&lt;br /&gt;
To install .NET Core 2.1 Runtime please visit [https://www.microsoft.com/net/download/dotnet-core/2.1 Microsoft .NET Core Downloads] and select Runtime Installer for your operating system. Follow the installation steps to setup the game server.&lt;br /&gt;
&lt;br /&gt;
==== Docker Image ====&lt;br /&gt;
The docker server image is coming soon. It will make it much easier to install and update the game on Linux.&lt;br /&gt;
Currently, only the .NET Core executable is distributed (which is cross-platform but requires .NET Core 2.1 to be installed as described above).&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
==== How to host your own server: ====&lt;br /&gt;
# Download the game server runtime from [https://atomictorch.com/Account/MyItems AtomicTorch.com] (you need to be logged-in to access the page) and extract it. &lt;br /&gt;
# The server executable is located in the subfolder: &amp;quot;Binaries/Server&amp;quot;. Launch the command line (or PowerShell in Windows) and navigate to this folder (hint: in Windows you can simply &#039;&#039;&#039;SHIFT + Right-click&#039;&#039;&#039; on the &amp;quot;Server&amp;quot; folder in Explorer and select &amp;quot;Open PowerShell window here&amp;quot;).&lt;br /&gt;
# Start the server executable first time with &amp;lt;code&amp;gt;loadOrNew&amp;lt;/code&amp;gt; flag: &amp;lt;code&amp;gt;dotnet .\CryoFall_Server.dll loadOrNew&amp;lt;/code&amp;gt;. The server will start and create the game world.&lt;br /&gt;
# Enter &amp;lt;code&amp;gt;stop 0&amp;lt;/code&amp;gt; and press Enter key. The server will save and quit. Now you have the &amp;quot;SettingsServer.xml&amp;quot; and &amp;quot;ModsConfig.xml&amp;quot; files.&lt;br /&gt;
# Now you need to navigate to the game subfolder &amp;quot;Data&amp;quot; (which is in the root of the game folder, &#039;&#039;&#039;not&#039;&#039;&#039; in the &amp;quot;Binaries/Server&amp;quot;) and modify &amp;quot;SettingsServer.xml&amp;quot; to set the unique server name, make it private if needed, set other settings, etc... There are XML comments explaining every setting so it should be straightforward.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;SettingsServer.xml&#039;&#039;, &#039;&#039;&#039;do not modify misc and network parts&#039;&#039;&#039;! It may cause malfunction if something is set in a way it is not intended to be.&lt;br /&gt;
&lt;br /&gt;
You may, however, modify &amp;lt;server&amp;gt; part at your own risk. There you can set up some server configurations that would affect gameplay.&lt;br /&gt;
&lt;br /&gt;
==== Starting the server: ====&lt;br /&gt;
# Launch the command line (or PowerShell in Windows) and navigate to this folder (hint: in Windows you can simply &#039;&#039;&#039;SHIFT + Right-click&#039;&#039;&#039; on the &amp;quot;Server&amp;quot; folder in Explorer and select &amp;quot;Open PowerShell window here&amp;quot;).&lt;br /&gt;
# Start the server executable with &amp;lt;code&amp;gt;load&amp;lt;/code&amp;gt; flag: &amp;lt;code&amp;gt;dotnet .\CryoFall_Server.dll load&amp;lt;/code&amp;gt;&lt;br /&gt;
# Stop your server by typing &amp;lt;code&amp;gt;stop 60 My shutdown message goes here&amp;lt;/code&amp;gt; (where 60 is the shutdown delay so the connected players will have some time to find a safe location) and pressing Enter key any time (it will save the world before stopping). Please note that typing this message is really hard as the console is updating regularly! The best way is to simply copy-paste from the text editor the whole command text into the game console window (hint: you can paste in PowerShell by simply pressing the right mouse button) and pressing Enter key.&lt;br /&gt;
&lt;br /&gt;
You can always wipe the world by launching the game with &amp;lt;code&amp;gt;new&amp;lt;/code&amp;gt; flag: &amp;lt;code&amp;gt;dotnet .\CryoFall_Server.dll new&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently we don&#039;t support the savegame migration between the game versions if there are changes to the game data scheme (data serialization scheme). We plan to implement the proper data migration feature ASAP.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Connecting to the server: ====&lt;br /&gt;
To connect to the public server you can simply run the game and navigate to SERVERS-&amp;gt;Community servers list. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re attempting to host your server on a home computer and other players cannot connect to it, you need to manually forward the port &#039;&#039;&#039;UDP 6000&#039;&#039;&#039; on your home router to your local IP address (the game has the auto port forwarding feature but it often fails due to the difference in UPnP implementation on many routers).&lt;br /&gt;
&lt;br /&gt;
Please note that if you&#039;re running a game server on the same PC as the game client, you might be unable to connect to the game server from the Community servers list on that PC due to NAT routing even with the proper port forwarding. In that case, simply add a Custom game server as &amp;lt;code&amp;gt;localhost:6000&amp;lt;/code&amp;gt; and connect to it directly.&lt;br /&gt;
&lt;br /&gt;
Connecting to the private servers requires adding it via the Custom servers menu.&lt;br /&gt;
&lt;br /&gt;
6000 is the default port but you can change it in the Data/SettingsServer.xml file.&lt;br /&gt;
&lt;br /&gt;
== Whitelist, blacklist ==&lt;br /&gt;
This feature is not implemented yet and coming soon.&lt;br /&gt;
&lt;br /&gt;
== Server commands ==&lt;br /&gt;
The server commands list and operators access setup instructions are coming soon.&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=CryoFall/Server/Setup&amp;diff=1076</id>
		<title>CryoFall/Server/Setup</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=CryoFall/Server/Setup&amp;diff=1076"/>
		<updated>2018-09-05T10:07:29Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: /* Installation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Multiplayer server setup =&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
Hardware requirements: (for up to about 128 players online) 2-core CPU 1.6-2 GHz, 1-1.5 GB RAM, 5-10 Mbit/s connection.&lt;br /&gt;
&lt;br /&gt;
To launch a multiplayer server on any system, you need to have .NET Core 2.1 Runtime installed. It&#039;s supported for the many operating systems including Windows, Linux and Mac and installation is very quick.&lt;br /&gt;
To install .NET Core 2.1 Runtime please visit [https://www.microsoft.com/net/download/dotnet-core/2.1 Microsoft .NET Core Downloads] and select Runtime Installer for your operating system. Follow the installation steps to setup the game server.&lt;br /&gt;
&lt;br /&gt;
==== Docker Image ====&lt;br /&gt;
The docker server image is coming soon. It will make it much easier to install and update the game on Linux.&lt;br /&gt;
Currently, only the .NET Core executable is distributed (which is cross-platform but requires .NET Core 2.1 to be installed as described above).&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
==== How to host your own server: ====&lt;br /&gt;
# Download the game server runtime from [https://atomictorch.com/Account/MyItems AtomicTorch.com] and extract it. &lt;br /&gt;
# The server executable is located in the subfolder: &amp;quot;Binaries/Server&amp;quot;. Launch the command line (or PowerShell in Windows) and navigate to this folder (hint: in Windows you can simply &#039;&#039;&#039;SHIFT + Right-click&#039;&#039;&#039; on the &amp;quot;Server&amp;quot; folder in Explorer and select &amp;quot;Open PowerShell window here&amp;quot;).&lt;br /&gt;
# Start the server executable first time with &amp;lt;code&amp;gt;loadOrNew&amp;lt;/code&amp;gt; flag: &amp;lt;code&amp;gt;dotnet .\CryoFall_Server.dll loadOrNew&amp;lt;/code&amp;gt;. The server will start and create the world.&lt;br /&gt;
# Enter &amp;lt;code&amp;gt;stop 0&amp;lt;/code&amp;gt; and press Enter key. The server will save and quit. Now you have the &amp;quot;SettingsServer.xml&amp;quot; and &amp;quot;ModsConfig.xml&amp;quot; files.&lt;br /&gt;
# Now you need to navigate to the game subfolder &amp;quot;Data&amp;quot; (which is in the root of the game folder, &#039;&#039;&#039;not&#039;&#039;&#039; in the &amp;quot;Binaries/Server&amp;quot;) and modify &amp;quot;SettingsServer.xml&amp;quot; to set the unique server name, make it private if needed, set other settings, etc... There are XML comments explaining every setting so it should be straightforward.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;SettingsServer.xml&#039;&#039;, &#039;&#039;&#039;do not modify misc and network parts&#039;&#039;&#039;! It may cause malfunction if something is set in a way it is not intended to be.&lt;br /&gt;
&lt;br /&gt;
You may, however, modify &amp;lt;server&amp;gt; part on your own risk. There you can set up some server configurations that would affect gameplay.&lt;br /&gt;
&lt;br /&gt;
==== Starting the server: ====&lt;br /&gt;
# Launch the command line (or PowerShell in Windows) and navigate to this folder (hint: in Windows you can simply &#039;&#039;&#039;SHIFT + Right-click&#039;&#039;&#039; on the &amp;quot;Server&amp;quot; folder in Explorer and select &amp;quot;Open PowerShell window here&amp;quot;).&lt;br /&gt;
# Start the server executable with &amp;lt;code&amp;gt;load&amp;lt;/code&amp;gt; flag: &amp;lt;code&amp;gt;dotnet .\CryoFall_Server.dll load&amp;lt;/code&amp;gt;&lt;br /&gt;
# Stop your server by typing &amp;lt;code&amp;gt;stop 60 My shutdown message goes here&amp;lt;/code&amp;gt; (where 60 is the shutdown delay so the connected players will have some time to find a safe location) and pressing Enter key any time (it will save the world before stopping). Please note that typing this message is really hard as the console is updating regularly! The best way is to simply copy-paste from the text editor the whole command text into the game console window (hint: you can paste in PowerShell by simply pressing the right mouse button) and pressing Enter key.&lt;br /&gt;
&lt;br /&gt;
You can always wipe the world by launching the game with &amp;lt;code&amp;gt;new&amp;lt;/code&amp;gt; flag: &amp;lt;code&amp;gt;dotnet .\CryoFall_Server.dll new&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently we don&#039;t support the savegame migration between the game versions if there are changes to the game data scheme (data serialization scheme). We plan to implement the proper data migration feature ASAP.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Connecting to the server: ====&lt;br /&gt;
To connect to the public server you can simply run the game and navigate to SERVERS-&amp;gt;Community servers list. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re attempting to host your server on a home computer and other players cannot connect to it, you need to manually forward the port &#039;&#039;&#039;UDP 6000&#039;&#039;&#039; on your home router to your local IP address (the game has the auto port forwarding feature but it often fails due to the difference in UPnP implementation on many routers).&lt;br /&gt;
&lt;br /&gt;
Please note that if you&#039;re running a game server on the same PC as the game client, you might be unable to connect to the game server from the Community servers list on that PC due to NAT routing even with the proper port forwarding. In that case, simply add a Custom game server as &amp;lt;code&amp;gt;localhost:6000&amp;lt;/code&amp;gt; and connect to it directly.&lt;br /&gt;
&lt;br /&gt;
Connecting to the private servers requires adding it via the Custom servers menu.&lt;br /&gt;
&lt;br /&gt;
6000 is the default port but you can change it in the Data/SettingsServer.xml file.&lt;br /&gt;
&lt;br /&gt;
== Whitelist, blacklist ==&lt;br /&gt;
This feature is not implemented yet and coming soon.&lt;br /&gt;
&lt;br /&gt;
== Server commands ==&lt;br /&gt;
The server commands list and operators access setup instructions are coming soon.&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=VoidExpanse/Assets_modding&amp;diff=864</id>
		<title>VoidExpanse/Assets modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=VoidExpanse/Assets_modding&amp;diff=864"/>
		<updated>2017-07-18T09:24:46Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: Created page with &amp;quot;{{Draft}}  == Asset modding == Asset modding allows you to add new assets in the game such as graphics, sounds, music, etc.  == Asset templates == Item icon templates: http://...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Draft}}&lt;br /&gt;
&lt;br /&gt;
== Asset modding ==&lt;br /&gt;
Asset modding allows you to add new assets in the game such as graphics, sounds, music, etc.&lt;br /&gt;
&lt;br /&gt;
== Asset templates ==&lt;br /&gt;
Item icon templates: http://atomictorch.com/Files/VoidExpanse/Modding/TemplateItem.zip&lt;br /&gt;
&lt;br /&gt;
Skill icon templates: http://atomictorch.com/Files/VoidExpanse/Modding/TemplateSkill.zip&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=841</id>
		<title>RENKEI Engine</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=841"/>
		<updated>2016-04-28T06:12:16Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Renkei Engine by AtomicTorch Studio =&lt;br /&gt;
&#039;&#039;&#039;Renkei Engine&#039;&#039;&#039; - Renkei Engine is a powerful multipurpose game engine designed for rapid game development. Renkei Engine is developed in-house for our own projects to be a powerful tool for client-server game development geared towards multiplayer/massively multiplayer cross-platform games.&lt;br /&gt;
&lt;br /&gt;
It is powered by the latest versions of .NET Framework on Windows and Mono on other platforms. The Client part of Renkei Engine utilizes [http://www.monogame.net MonoGame framework] for the easier development of 2D games. But it could be replaced with any other low level library or an engine that supports the latest version of .NET/Mono (not Unity, unfortunately).&lt;br /&gt;
&lt;br /&gt;
The primary philosophy behind Renkei Engine is to focus the development on implementing the actual gameplay code with C# scripting while minimizing any interruptions during the development process. Therefore the engine is designed to allow live/hot-reloading of any game code and assets (textures, models, audio, C# scripts, XAML UI markup, etc.) without recompilation or other interruptions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The title of the engine is based on Japanese words ΘÇúµÉ║ renkei (cooperation, coordination, link) and ΘüáµÖ» enkei (perspective, vista).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Features Highlights ==&lt;br /&gt;
Below is a list of the features we think are the most important and differentiate Renkei Engine from other software tools currently available. However this list is in no way exhaustive. Hopefully we can provide a more detailed documentation and description at a later date.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Live editing:&#039;&#039;&#039; No recompilation or asset reloading needed during development/modding. You can edit and debug the code and add or replace assets live - the engine will detect the file change and immediately reload/recompile it (C# scripts, textures, models, audio, XAML UI markup, etc.). You don&#039;t even need to stop your debug session!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Networking:&#039;&#039;&#039; Renkei Engine implementation of client-server intercommunication provides the best performance and lowest throughput and at the same time it&#039;s very easy to develop and configure. The game engine utilizes Reliable UDP implementation to avoid traffic hiccups and minimize network lags. It also allows to prioritize the most-important commands with easy-to-use declarative syntax.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Server-based architecture:&#039;&#039;&#039; in case of multiplayer games the authoritative game server architecture makes most of the usual forms of client-side cheating impossible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;United data space:&#039;&#039;&#039; Renkei Engine blurs the line between Client and Server. Networking was always considered as one of the hardest part of game development requiring enormous amount of effort to develop and debug. We addressed this in many ways, some of which include: smart auto-replication of synchronized objects, easy-to-use bulletproof RPC, unified development console presenting Client and Server logs side-by-side with clear sequence of events and many other things. Effectively it means that the development of multiplayer game isn&#039;t much more difficult than developing a single-player game. The engine will take care of all the difficult parts.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Data-driven vector-based UI:&#039;&#039;&#039; UI is implemented by using [http://noesisengine.com NoesisGUI], which is a cross-platform vector-based UI library utilizing XAML markup to declaratively define UI elements and their style. It uses C# language for programming and promotes ultimately effective MVVM-pattern for data binding. It&#039;s evolution of UI technology used at WPF/UWP-applications, but with cross-platform support and specially tailored for video games. You could use variety of tools for live-editing and previewing XAML like Microsoft Visual Studio 2015 and Blend.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Modding:&#039;&#039;&#039; Modding is easier. Modding is fun. Both, the game core data as well as mods are treated the same by the engine. All gameplay-related C# code and assets (including UI) are stored in the &amp;quot;Core.cpk&amp;quot; or &amp;quot;whatever_mod_name.mpk&amp;quot; files which are simple zip archives or folders on the hard drive. The game could load any number of such archives or folders expanding the available game data and logic. Powerful asset management and overriding is also possible. This allows for extremely easy mod creation, including total conversions. Modding tools are also integrated (no external tools required) into the game engine itself which aids in debugging of the mods or the core game.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Graceful degradation:&#039;&#039;&#039; How often do you see the game crashing during development or modding? And then long and frustrating recovery process, when you restarting the game, loading latest game world save, repeating your actions... It wastes your time and kills productivity, it literally ejects you from the creative flow. With live-editing philosophy in mind, Renkei Engine lets you avoid all these issues. It gracefully handles all situations like an unhandled exceptions in scripting or missing assets. In the worst case scenario the engine will simply suspend the game cycle and report about the problem, clearly indicating about the faulty components and directing you right to the specific source code line if needed (with Visual Studio). After you fix the problem with the code or another issue - simply switch back to the game. If everything is fine it will automatically resume the game cycle. And you also can revert to the previous game data states by using hotkeys.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Custom VS2015 Project System:&#039;&#039;&#039; To simplify development and modding even more, we implemented a custom project system for Microsoft Visual Studio 2015 (free Community edition is supported). It is not required for development/modding, but provides several important features. There is a set of useful templates for C# scripts and UI assets. It allows you to attach to the game process by simply pressing F5 and never detach from it (scripts/assets live reloading feature!). It will automatically add/remove files to/from the solution/project tree (no need to manually include files). For development of client-server games you could use the combined client-server executable, so it will be just a single process and you can simultaneously develop/debug code for client and server in one Visual Studio instance.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Multiplatform support:&#039;&#039;&#039; Currently the engine can be built for Windows, Mac and Linux, but at later stage we might include mobile and console support as well.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
If you have any questions regarding the engine or if you are interested in licensing it - please feel free to contact us via the forums or our [https://atomictorch.com/ContactUs contact form].&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=840</id>
		<title>RENKEI Engine</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=840"/>
		<updated>2016-04-28T05:08:13Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Renkei Engine by AtomicTorch Studio =&lt;br /&gt;
&#039;&#039;&#039;Renkei Engine&#039;&#039;&#039; - Renkei Engine is a powerful multipurpose game engine designed for rapid game development. Renkei Engine is developed in-house for our own projects to be a powerful tool for client-server game development geared towards multiplayer/massively multiplayer cross-platform games.&lt;br /&gt;
&lt;br /&gt;
It is powered by the latest versions of .NET Framework on Windows and Mono on other platforms. The Client part of Renkei Engine utilizes [http://www.monogame.net MonoGame framework] for the easier development of 2D games. But it could be replaced with any other low level library or an engine that supports the latest version of .NET/Mono (not Unity, unfortunately).&lt;br /&gt;
&lt;br /&gt;
The primary philosophy behind Renkei Engine is to focus the development on implementing the actual gameplay code with C# scripting while minimizing any interruptions during the development process. Therefore the engine is designed to allow live/hot-reloading of any game code and assets (textures, models, audio, C# scripts, XAML UI markup, etc.) without recompilation or other interruptions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The title of the engine is based on Japanese words ΘÇúµÉ║ renkei (cooperation, coordination, link) and ΘüáµÖ» enkei (perspective, vista).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Features Highlights ==&lt;br /&gt;
Below is a list of the features we think are the most important and differentiate Renkei Engine from other software tools currently available. However this list is in no way exhaustive. Hopefully we can provide a more detailed documentation and description at a later date.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Live editing:&#039;&#039;&#039; No recompilation or asset reloading needed during development/modding. You can edit and debug the code and add or replace assets live - the engine will detect the file change and immediately reload/recompile it (C# scripts, textures, models, audio, XAML UI markup, etc.). You don&#039;t even need to stop your debug session!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Networking:&#039;&#039;&#039; Renkei Engine implementation of client-server intercommunication provides the best performance and lowest throughput and at the same time it&#039;s very easy to develop and configure. The game engine utilizes Reliable UDP implementation to avoid traffic hiccups and minimize network lags. It also allows to prioritize the most-important commands with easy-to-use declarative syntax.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Server-based architecture:&#039;&#039;&#039; in case of multiplayer games the authoritative game server architecture makes most of the usual forms of client-side cheating impossible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;United data space:&#039;&#039;&#039; Renkei Engine blurs the line between Client and Server. Networking was always considered as one of the hardest part of game development requiring enormous amount of effort to develop and debug. We addressed this in many ways, some of which include: smart auto-replication of synchronized objects, easy-to-use bulletproof RPC, unified development console presenting Client and Server logs side-by-side with clear sequence of events and many other things. Effectively it means that the development of multiplayer game isn&#039;t much more difficult than developing a single-player game. The engine will take care of all the difficult parts.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Data-driven vector-based UI:&#039;&#039;&#039; UI is implemented by using [http://noesisengine.com NoesisGUI], which is a cross-platform vector-based UI library utilizing XAML markup to declaratively define UI elements and their style. It uses C# language for programming and promotes ultimately effective MVVM-pattern for data binding. It&#039;s evolution of UI technology used at WPF/UWP-applications, but with cross-platform support and specially tailored for video games. You could use variety of tools for live-editing and previewing XAML like Microsoft Visual Studio 2015 and Blend.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Modding:&#039;&#039;&#039; Modding is easier. Modding is fun. Both, the game core data as well as mods are treated the same by the engine. All gameplay-related C# code and assets (including UI) are stored in the &amp;quot;Core.cpk&amp;quot; or &amp;quot;whatever_mod_name.mpk&amp;quot; files which are simple zip archives or folders on the hard drive. The game could load any number of such archives or folders expanding the available game data and logic. Powerful asset management and overriding is also possible. This allows for extremely easy mod creation, including total conversions. Modding tools are also integrated (no external tools required) into the game engine itself which aids in debugging of the mods or the core game.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Graceful degradation:&#039;&#039;&#039; How often do you see the game crashing during development or modding? And then long and frustrating recovery process, when you restarting the game, loading latest game world save, repeating your actions... It wastes your time and kills productivity, it literally ejects you from the creative flow. With live-editing philosophy in mind, Renkei Engine lets you avoid all these issues. It gracefully handles all situations like an unhandled exceptions in scripting or missing assets. In the worst case scenario the engine will simply suspend the game cycle and report about the problem, clearly indicating about the faulty components and directing you right to the specific source code line if needed (with Visual Studio). After you fix the problem with the code or another issue - simply switch back to the game. If everything is fine it will automatically resume the game cycle. And you also can revert to the previous game data states by using hotkeys.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Custom VS2015 Project System:&#039;&#039;&#039; To simplify development and modding even more, we implemented a custom project system for Microsoft Visual Studio 2015 (free Community edition is supported). It is not required for development/modding, but provides several important features. There is a set of useful templates for C# scripts and UI assets. It allows you to attach to the game process by simply pressing F5 and never detach from it (scripts/assets live reloading feature!). It will automatically add/remove files to/from the solution/project tree (no need to manually include files). For development of client-server games you could use the combined client-server executable, so it will be just a single process and you can simultaneously develop/debug code for client and server in one Visual Studio instance.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
If you have any questions regarding the engine or if you are interested in licensing it - please feel free to contact us via the forums or our [https://atomictorch.com/ContactUs contact form].&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=839</id>
		<title>RENKEI Engine</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=839"/>
		<updated>2016-04-28T05:07:36Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Renkei Engine by AtomicTorch Studio =&lt;br /&gt;
&#039;&#039;&#039;Renkei Engine&#039;&#039;&#039; - Renkei Engine is a powerful multipurpose game engine designed for rapid game development. Renkei Engine is developed in-house for our own projects to be a powerful tool for client-server game development geared towards multiplayer/massively multiplayer cross-platform games.&lt;br /&gt;
&lt;br /&gt;
It is powered by the latest versions of .NET Framework on Windows and Mono on other platforms.&lt;br /&gt;
&lt;br /&gt;
Client part of Renkei Engine utilizes [http://www.monogame.net MonoGame framework] for the easier development of 2D games. But it could be replaced with any other low level library or an engine that supports the latest version of .NET/Mono (not Unity, unfortunately).&lt;br /&gt;
&lt;br /&gt;
The primary philosophy behind Renkei Engine is to focus the development on implementing the actual gameplay code with C# scripting while minimizing any interruptions during the development process. Therefore the engine is designed to allow live/hot-reloading of any game code and assets (textures, models, audio, C# scripts, XAML UI markup, etc.) without recompilation or other interruptions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The title of the engine is based on Japanese words ΘÇúµÉ║ renkei (cooperation, coordination, link) and ΘüáµÖ» enkei (perspective, vista).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Features Highlights ==&lt;br /&gt;
Below is a list of the features we think are the most important and differentiate Renkei Engine from other software tools currently available. However this list is in no way exhaustive. Hopefully we can provide a more detailed documentation and description at a later date.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Live editing:&#039;&#039;&#039; No recompilation or asset reloading needed during development/modding. You can edit and debug the code and add or replace assets live - the engine will detect the file change and immediately reload/recompile it (C# scripts, textures, models, audio, XAML UI markup, etc.). You don&#039;t even need to stop your debug session!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Networking:&#039;&#039;&#039; Renkei Engine implementation of client-server intercommunication provides the best performance and lowest throughput and at the same time it&#039;s very easy to develop and configure. The game engine utilizes Reliable UDP implementation to avoid traffic hiccups and minimize network lags. It also allows to prioritize the most-important commands with easy-to-use declarative syntax.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Server-based architecture:&#039;&#039;&#039; in case of multiplayer games the authoritative game server architecture makes most of the usual forms of client-side cheating impossible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;United data space:&#039;&#039;&#039; Renkei Engine blurs the line between Client and Server. Networking was always considered as one of the hardest part of game development requiring enormous amount of effort to develop and debug. We addressed this in many ways, some of which include: smart auto-replication of synchronized objects, easy-to-use bulletproof RPC, unified development console presenting Client and Server logs side-by-side with clear sequence of events and many other things. Effectively it means that the development of multiplayer game isn&#039;t much more difficult than developing a single-player game. The engine will take care of all the difficult parts.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Data-driven vector-based UI:&#039;&#039;&#039; UI is implemented by using [http://noesisengine.com NoesisGUI], which is a cross-platform vector-based UI library utilizing XAML markup to declaratively define UI elements and their style. It uses C# language for programming and promotes ultimately effective MVVM-pattern for data binding. It&#039;s evolution of UI technology used at WPF/UWP-applications, but with cross-platform support and specially tailored for video games. You could use variety of tools for live-editing and previewing XAML like Microsoft Visual Studio 2015 and Blend.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Modding:&#039;&#039;&#039; Modding is easier. Modding is fun. Both, the game core data as well as mods are treated the same by the engine. All gameplay-related C# code and assets (including UI) are stored in the &amp;quot;Core.cpk&amp;quot; or &amp;quot;whatever_mod_name.mpk&amp;quot; files which are simple zip archives or folders on the hard drive. The game could load any number of such archives or folders expanding the available game data and logic. Powerful asset management and overriding is also possible. This allows for extremely easy mod creation, including total conversions. Modding tools are also integrated (no external tools required) into the game engine itself which aids in debugging of the mods or the core game.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Graceful degradation:&#039;&#039;&#039; How often do you see the game crashing during development or modding? And then long and frustrating recovery process, when you restarting the game, loading latest game world save, repeating your actions... It wastes your time and kills productivity, it literally ejects you from the creative flow. With live-editing philosophy in mind, Renkei Engine lets you avoid all these issues. It gracefully handles all situations like an unhandled exceptions in scripting or missing assets. In the worst case scenario the engine will simply suspend the game cycle and report about the problem, clearly indicating about the faulty components and directing you right to the specific source code line if needed (with Visual Studio). After you fix the problem with the code or another issue - simply switch back to the game. If everything is fine it will automatically resume the game cycle. And you also can revert to the previous game data states by using hotkeys.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Custom VS2015 Project System:&#039;&#039;&#039; To simplify development and modding even more, we implemented a custom project system for Microsoft Visual Studio 2015 (free Community edition is supported). It is not required for development/modding, but provides several important features. There is a set of useful templates for C# scripts and UI assets. It allows you to attach to the game process by simply pressing F5 and never detach from it (scripts/assets live reloading feature!). It will automatically add/remove files to/from the solution/project tree (no need to manually include files). For development of client-server games you could use the combined client-server executable, so it will be just a single process and you can simultaneously develop/debug code for client and server in one Visual Studio instance.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
If you have any questions regarding the engine or if you are interested in licensing it - please feel free to contact us via the forums or our [https://atomictorch.com/ContactUs contact form].&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=821</id>
		<title>RENKEI Engine</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=821"/>
		<updated>2016-02-18T10:10:44Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{draft}}&lt;br /&gt;
&lt;br /&gt;
= Renkei Engine by AtomicTorch Studio =&lt;br /&gt;
&#039;&#039;&#039;Renkei Engine&#039;&#039;&#039; - Renkei Engine is a powerful multipurpose game engine designed for rapid game development. Renkei Engine is developed in-house for our own projects to be a powerful tool for client-server game development geared towards multiplayer/massively multiplayer cross-platform games.&lt;br /&gt;
&lt;br /&gt;
It is powered by the latest versions of .NET Framework on Windows and Mono on other platforms.&lt;br /&gt;
&lt;br /&gt;
Client part of Renkei Engine utilizes [http://www.monogame.net MonoGame framework] for the easier development of 2D games. But it could be replaced with any other low level library or an engine that supports the latest version of .NET/Mono (not Unity, unfortunately).&lt;br /&gt;
&lt;br /&gt;
The primary philosophy behind Renkei Engine is to focus the development on implementing the actual gameplay code with C# scripting while minimizing any interruptions during the development process. Therefore the engine is designed to allow live/hot-reloading of any game code and assets (textures, models, audio, C# scripts, XAML UI markup, etc.) without recompilation or other interruptions which makes it the main feature of the engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The title of the engine is based on Japanese words ΘÇúµÉ║ renkei (cooperation, coordination, link) and ΘüáµÖ» enkei (perspective, vista).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Features Highlights ==&lt;br /&gt;
Below is a list of the features we think are the most important and differentiate Renkei Engine from other software tools currently available. However this list is in no way exhaustive. Hopefully we can provide a more detailed documentation and description at a later date.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Live editing:&#039;&#039;&#039; No recompilation or asset reloading needed during development/modding. You can edit and debug the code and add or replace asset live - the engine will detect the file change and immediately reload/recompile it (C# scripts, textures, models, audio, XAML UI markup, etc.). You don&#039;t even need to stop your debug session!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Networking:&#039;&#039;&#039; Renkei Engine implementation of client-server intercommunication provides the best performance and lowest throughput and at the same time it&#039;s very easy to develop and configure. The game engine utilizes Reliable UDP implementation to avoid traffic hiccups and minimize network lags. It also allows to prioritize the most-important commands with easy-to-use declarative syntax.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Server-based architecture:&#039;&#039;&#039; in case of multiplayer games the authoritative game server architecture makes most of the usual forms of client-side cheating impossible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;United data space:&#039;&#039;&#039; Renkei Engine blurs the line between Client and Server. Networking was always considered as one of the hardest part of game development requiring enormous amount of effort to develop and debug. We addressed this in many ways, some of which include: smart auto-replication of synchronized objects, easy-to-use bulletproof RPC, unified development console presenting Client and Server logs side-by-side with clear sequence of events and many other things. Effectively it means that the development of multiplayer game isn&#039;t much more difficult than developing a single-player game. The engine will take care of all the difficult parts.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Data-driven vector-based UI:&#039;&#039;&#039; UI is implemented by using [http://noesisengine.com NoesisGUI], which is a cross-platform vector-based UI library utilizing XAML markup to declaratively define UI elements and their style. It uses C# language for programming and promotes ultimately effective MVVM-pattern for data binding. It&#039;s evolution of UI technology used at WPF/UWP-applications, but with cross-platform support and specially tailored for video games. You could use variety of tools for live-editing and previewing XAML like Microsoft Visual Studio 2015 and Blend.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Modding:&#039;&#039;&#039; Modding is easier. Modding is fun. Both, the game core data as well as mods are treated the same by the engine. All gameplay-related C# code and assets (including UI) are stored in the &amp;quot;Core.cpk&amp;quot; or &amp;quot;whatever_mod_name.mpk&amp;quot; files which are simple zip archives or folders on the hard drive. The game could load any number of such archives or folders expanding the available game data and logic. Powerful asset management and overriding is also possible. This allows for extremely easy mod creation, including total conversions. Modding tools are also integrated (no external tools required) into the game engine itself which aids in debugging of the mods or the core game.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Graceful degradation:&#039;&#039;&#039; How often do you see the game crashing during development or modding? And then long and frustrating recovery process, when you restarting the game, loading latest game world save, repeating your actions... It wastes your time and kills productivity, it literally ejects you from the creative flow. With live-editing philosophy in mind, Renkei Engine lets you avoid all these issues. It gracefully handles all situations like an unhandled exceptions in scripting or missing assets. In the worst case scenario the engine will simply suspend the game cycle and report about the problem, clearly indicating about the faulty components and directing you right to the specific source code line if needed (with Visual Studio). After you fix the problem with the code or another issue - simply switch back to the game. If everything is fine it will automatically resume the game cycle. And you also can revert to the previous game data states by using hotkeys.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Custom VS2015 Project System:&#039;&#039;&#039; To simplify development and modding even more, we implemented a custom project system for Microsoft Visual Studio 2015 (free Community edition is supported). It&#039;s not required to use for development/modding, but it provides several important features. There is a set of useful templates for C# scripts and UI assets. It allow you to attach to the game process by simply pressing F5 and never detach from it (scripts/assets live reloading feature!). It will automatically add/remove files to/from the solution/project tree (no need to manually include files). For development of client-server games you could use the combined client-server executable, so it will be just a single process and you can simultaneously develop/debug code for client and server in one Visual Studio instance.&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=820</id>
		<title>RENKEI Engine</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=820"/>
		<updated>2016-02-18T10:10:00Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{draft}}&lt;br /&gt;
&lt;br /&gt;
= Renkei Engine by AtomicTorch Studio =&lt;br /&gt;
&#039;&#039;&#039;Renkei Engine&#039;&#039;&#039; - Renkei Engine is a powerful multipurpose game engine designed for rapid game development. Renkei Engine is developed in-house for our own projects to be a powerful tool for client-server game development geared towards multiplayer/massively multiplayer cross-platform games.&lt;br /&gt;
&lt;br /&gt;
It is powered by the latest versions of .NET Framework on Windows and Mono on other platforms.&lt;br /&gt;
&lt;br /&gt;
Client part of Renkei Engine utilizes [http://www.monogame.net MonoGame framework] for the easier development of 2D games. But it could be replaced with any other low level library or an engine that supports the latest version of .NET/Mono (not Unity, unfortunately).&lt;br /&gt;
&lt;br /&gt;
The primary philosophy behind Renkei Engine is to focus the development on implementing the actual gameplay code with C# scripting while minimizing any interruptions during the development process. Therefore the engine is designed to allow live/hot-reloading of any game code and assets (textures, models, audio, C# scripts, XAML UI markup, etc.) without recompilation or other interruptions which makes it the main feature of the engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The title of the engine is based on Japanese words ΘÇúµÉ║ renkei (cooperation, coordination, link) and ΘüáµÖ» enkei (perspective, vista).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Features Highlights ==&lt;br /&gt;
Below is a list of the most features we think are the most important and differentiate Renkei Engine from other software tools currently available. However this list is in no way exhaustive. Hopefully we can provide a more detailed documentation and description at a later date.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Live editing:&#039;&#039;&#039; No recompilation or asset reloading needed during development/modding. You can edit and debug the code and add or replace asset live - the engine will detect the file change and immediately reload/recompile it (C# scripts, textures, models, audio, XAML UI markup, etc.). You don&#039;t even need to stop your debug session!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Networking:&#039;&#039;&#039; Renkei Engine implementation of client-server intercommunication provides the best performance and lowest throughput and at the same time it&#039;s very easy to develop and configure. The game engine utilizes Reliable UDP implementation to avoid traffic hiccups and minimize network lags. It also allows to prioritize the most-important commands with easy-to-use declarative syntax.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Server-based architecture:&#039;&#039;&#039; in case of multiplayer games the authoritative game server architecture makes most of the usual forms of client-side cheating impossible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;United data space:&#039;&#039;&#039; Renkei Engine blurs the line between Client and Server. Networking was always considered as one of the hardest part of game development requiring enormous amount of effort to develop and debug. We addressed this in many ways, some of which include: smart auto-replication of synchronized objects, easy-to-use bulletproof RPC, unified development console presenting Client and Server logs side-by-side with clear sequence of events and many other things. Effectively it means that the development of multiplayer game isn&#039;t much more difficult than developing a single-player game. The engine will take care of all the difficult parts.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Data-driven vector-based UI:&#039;&#039;&#039; UI is implemented by using [http://noesisengine.com NoesisGUI], which is a cross-platform vector-based UI library utilizing XAML markup to declaratively define UI elements and their style. It uses C# language for programming and promotes ultimately effective MVVM-pattern for data binding. It&#039;s evolution of UI technology used at WPF/UWP-applications, but with cross-platform support and specially tailored for video games. You could use variety of tools for live-editing and previewing XAML like Microsoft Visual Studio 2015 and Blend.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Modding:&#039;&#039;&#039; Modding is easier. Modding is fun. Both, the game core data as well as mods are treated the same by the engine. All gameplay-related C# code and assets (including UI) are stored in the &amp;quot;Core.cpk&amp;quot; or &amp;quot;whatever_mod_name.mpk&amp;quot; files which are simple zip archives or folders on the hard drive. The game could load any number of such archives or folders expanding the available game data and logic. Powerful asset management and overriding is also possible. This allows for extremely easy mod creation, including total conversions. Modding tools are also integrated (no external tools required) into the game engine itself which aids in debugging of the mods or the core game.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Graceful degradation:&#039;&#039;&#039; How often do you see the game crashing during development or modding? And then long and frustrating recovery process, when you restarting the game, loading latest game world save, repeating your actions... It wastes your time and kills productivity, it literally ejects you from the creative flow. With live-editing philosophy in mind, Renkei Engine lets you avoid all these issues. It gracefully handles all situations like an unhandled exceptions in scripting or missing assets. In the worst case scenario the engine will simply suspend the game cycle and report about the problem, clearly indicating about the faulty components and directing you right to the specific source code line if needed (with Visual Studio). After you fix the problem with the code or another issue - simply switch back to the game. If everything is fine it will automatically resume the game cycle. And you also can revert to the previous game data states by using hotkeys.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Custom VS2015 Project System:&#039;&#039;&#039; To simplify development and modding even more, we implemented a custom project system for Microsoft Visual Studio 2015 (free Community edition is supported). It&#039;s not required to use for development/modding, but it provides several important features. There is a set of useful templates for C# scripts and UI assets. It allow you to attach to the game process by simply pressing F5 and never detach from it (scripts/assets live reloading feature!). It will automatically add/remove files to/from the solution/project tree (no need to manually include files). For development of client-server games you could use the combined client-server executable, so it will be just a single process and you can simultaneously develop/debug code for client and server in one Visual Studio instance.&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=819</id>
		<title>RENKEI Engine</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=819"/>
		<updated>2016-02-18T10:05:20Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{draft}}&lt;br /&gt;
&lt;br /&gt;
= Renkei Engine by AtomicTorch Studio =&lt;br /&gt;
&#039;&#039;&#039;Renkei Engine&#039;&#039;&#039; - Renkei Engine is a powerful multipurpose game engine designed for rapid game development. Renkei Engine is developed in-house for our own projects to be a powerful tool for client-server game development geared towards multiplayer/massively multiplayer cross-platform games.&lt;br /&gt;
&lt;br /&gt;
It is powered by the latest versions of .NET Framework on Windows and Mono on other platforms.&lt;br /&gt;
&lt;br /&gt;
Client part of Renkei Engine utilizes [http://www.monogame.net MonoGame framework] for the easier development of 2D games. But it could be replaced with any other low level library or an engine that supports the latest version of .NET/Mono (not Unity, unfortunately).&lt;br /&gt;
&lt;br /&gt;
The primary philosophy behind Renkei Engine is to focus the development on implementing the actual gameplay code with C# scripting while minimizing any interruptions during the development process. Therefore the engine is designed to allow live/hot-reloading of any game code and assets (textures, models, audio, C# scripts, XAML UI markup, etc.) without recompilation or other interruptions which makes it the main feature of the engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The title of the engine is based on Japanese words ΘÇúµÉ║ renkei (cooperation, coordination, link) and ΘüáµÖ» enkei (perspective, vista).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
* &#039;&#039;&#039;Live editing:&#039;&#039;&#039; No recompilation or asset reloading needed during development/modding. You can edit and debug the code and add or replace asset live - the engine will detect the file change and immediately reload/recompile it (C# scripts, textures, models, audio, XAML UI markup, etc.). You don&#039;t even need to stop your debug session!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Networking:&#039;&#039;&#039; Renkei Engine implementation of client-server intercommunication provides the best performance and lowest throughput and at the same time it&#039;s very easy to develop and configure. The game engine utilizes Reliable UDP implementation to avoid traffic hiccups and minimize network lags. It also allows to prioritize the most-important commands with easy-to-use declarative syntax.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Server-based architecture:&#039;&#039;&#039; in case of multiplayer games the authoritative game server architecture makes most of the usual forms of client-side cheating impossible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;United data space:&#039;&#039;&#039; Renkei Engine blurs the line between Client and Server. Networking was always considered as one of the hardest part of game development requiring enormous amount of effort to develop and debug. We addressed this in many ways, some of which include: smart auto-replication of synchronized objects, easy-to-use bulletproof RPC, unified development console presenting Client and Server logs side-by-side with clear sequence of events and many other things. Effectively it means that the development of multiplayer game isn&#039;t much more difficult than developing a single-player game. The engine will take care of all the difficult parts.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Data-driven vector-based UI:&#039;&#039;&#039; UI is implemented by using [http://noesisengine.com NoesisGUI], which is a cross-platform vector-based UI library utilizing XAML markup to declaratively define UI elements and their style. It uses C# language for programming and promotes ultimately effective MVVM-pattern for data binding. It&#039;s evolution of UI technology used at WPF/UWP-applications, but with cross-platform support and specially tailored for video games. You could use variety of tools for live-editing and previewing XAML like Microsoft Visual Studio 2015 and Blend.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Modding:&#039;&#039;&#039; Modding is easier. Modding is fun. Both, the game core data as well as mods are treated the same by the engine. All gameplay-related C# code and assets (including UI) are stored in the &amp;quot;Core.cpk&amp;quot; or &amp;quot;whatever_mod_name.mpk&amp;quot; files which are simple zip archives or folders on the hard drive. The game could load any number of such archives or folders expanding the available game data and logic. Powerful asset management and overriding is also possible. This allows for extremely easy mod creation, including total conversions. Modding tools are also integrated (no external tools required) into the game engine itself which aids in debugging of the mods or the core game.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Graceful degradation:&#039;&#039;&#039; How often do you see the game crashing during development or modding? And then long and frustrating recovery process, when you restarting the game, loading latest game world save, repeating your actions... It wastes your time and kills productivity, it literally ejects you from the creative flow. With live-editing philosophy in mind, Renkei Engine lets you avoid all these issues. It gracefully handles all situations like an unhandled exceptions in scripting or missing assets. In the worst case scenario the engine will simply suspend the game cycle and report about the problem, clearly indicating about the faulty components and directing you right to the specific source code line if needed (with Visual Studio). After you fix the problem with the code or another issue - simply switch back to the game. If everything is fine it will automatically resume the game cycle. And you also can revert to the previous game data states by using hotkeys.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Custom VS2015 Project System:&#039;&#039;&#039; To simplify development and modding even more, we implemented a custom project system for Microsoft Visual Studio 2015 (free Community edition is supported). It&#039;s not required to use for development/modding, but it provides several important features. There is a set of useful templates for C# scripts and UI assets. It allow you to attach to the game process by simply pressing F5 and never detach from it (scripts/assets live reloading feature!). It will automatically add/remove files to/from the solution/project tree (no need to manually include files). For development of client-server games you could use the combined client-server executable, so it will be just a single process and you can simultaneously develop/debug code for client and server in one Visual Studio instance.&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=813</id>
		<title>RENKEI Engine</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=813"/>
		<updated>2016-02-17T10:39:52Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{draft}}&lt;br /&gt;
&lt;br /&gt;
= Renkei Engine by AtomicTorch Studio =&lt;br /&gt;
&#039;&#039;&#039;Renkei Engine&#039;&#039;&#039; - Renkei Engine is a powerful multipurpose game engine designed for rapid game development. Renkei Engine is developed in-house for our own projects to be a powerful tool for client-server game development geared towards multiplayer/massively multiplayer cross-platform games.&lt;br /&gt;
&lt;br /&gt;
It is powered by the latest versions of .NET Framework on Windows and Mono on other platforms.&lt;br /&gt;
&lt;br /&gt;
Client part of Renkei Engine utilizes MonoGame game engine for the easier development of 2D games. But it could be replaced with any other low level library or an engine that supports the latest version of .NET/Mono (not Unity, unfortunately).&lt;br /&gt;
&lt;br /&gt;
The primary philosophy behind Renkei Engine is to focus the development on implementing the actual gameplay code with C# scripting while minimizing any interruptions during the development process. Therefore the engine is designed to allow live/hot-reloading of any game code and assets (textures, models, audio, C# scripts, XAML UI markup, etc.) without recompilation or other interruption which makes it the main feature of the engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The title of the engine is based on Japanese words ΘÇúµÉ║ renkei (cooperation, coordination, link) and ΘüáµÖ» enkei (perspective, vista).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
* &#039;&#039;&#039;Live editing:&#039;&#039;&#039; No recompilation or asset reloading needed during development. You can edit and debug the code live - the engine will immediately display the changes to the C# code or assets (textures, models, audio, C# scripts, XAML UI markup, etc.).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Networking:&#039;&#039;&#039; Renkei Engine implementation of client-server intercommunication provides the best performance and lowest throughput and at the same time it&#039;s very easy to develop and configure. The game engine utilizes Reliable UDP implementation to avoid traffic hiccups and minimize network lags. It also allows to prioritize the most-important commands with easy-to-use declarative syntax.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Server-based architecture:&#039;&#039;&#039; in case of multiplayer games the authoritative game server architecture makes most of the usual forms of client-side cheating impossible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;United data space:&#039;&#039;&#039; Renkei engine blurs the line between Client and Server. Networking was always considered as one of the hardest part of game development requiring enormous amount of effort to develop and debug. We addressed this in many ways, some of which include: smart auto-replication of synchronized objects, easy-to-use bulletproof RPC, unified development console presenting Client and Server logs side-by-side with clear sequence of events and many other things. Effectively it means that the development of multiplayer game isn&#039;t much more difficult than developing a singleplayer game. The engine will take care of all the difficult parts.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Data-driven UI:&#039;&#039;&#039; UI is implemented by using NoesisGUI technology (http://noesisengine.com), which is a cross-platform WPF-like solution utilizing XAML markup to declaratively define UI elements and their style. It uses C# language for programming and ultimately effective MVVM-pattern for data binding.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Modding:&#039;&#039;&#039; Modding is easier. Modding is fun. Both, the game core data as well as mods are treated the same by the engine. All gameplay-related C# code and assets (including UI) are stored in the &amp;quot;Core.cpk&amp;quot; or &amp;quot;whatever_mod_name.mpk&amp;quot; files which are simple zip archives or folders on the hard drive. The game could load any number of such archives expanding the available game data and logic. Powerful asset management and overriding is also possible. This allows for extremely easy mod creation, including total conversions. Modding tools are also integrated into the game engine itself which aids in debugging of the mods or the core game.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Graceful degradation:&#039;&#039;&#039; How often do you see the game crashing during development or modding? And then long and frustrating recovery process, when you restarting the game, loading latest game world save, repeating your actions... It wastes your time and kills productivity, it literally ejects you from the creative flow. With live-editing philosophy in mind, Renkei Engine lets you avoid all these issues. It gracefully handles all situations like an unhandled exceptions in scripting or missing assets. In the worst case scenario the game will simply suspend the game cycle and report about the problem, clearly indicating about the faulty components and directing you right to the specific source code line if needed. After you fix the problem with the code or another issue - simply switch back to the game. If everything is fine it will automatically resume the game cycle. And you also can revert to the previous game data states by using hotkeys.&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=812</id>
		<title>RENKEI Engine</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=812"/>
		<updated>2016-02-17T10:37:05Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{draft}}&lt;br /&gt;
&lt;br /&gt;
= Renkei Engine =&lt;br /&gt;
&#039;&#039;&#039;Renkei Engine&#039;&#039;&#039; - Renkei Engine is a powerful multipurpose game engine designed for rapid game development. Renkei Engine is developed in-house for our own projects to be a powerful tool for client-server game development geared towards multiplayer/massively multiplayer cross-platform games.&lt;br /&gt;
&lt;br /&gt;
It is powered by the latest versions of .NET Framework on Windows and Mono on other platforms.&lt;br /&gt;
&lt;br /&gt;
Client part of Renkei Engine utilizes MonoGame game engine for the easier development of 2D games. But it could be replaced with any other low level library or an engine that supports the latest version of .NET/Mono (not Unity, unfortunately).&lt;br /&gt;
&lt;br /&gt;
The primary philosophy behind Renkei Engine is to focus the development on implementing the actual gameplay code with C# scripting while minimizing any interruptions during the development process. Therefore the engine is designed to allow live/hot-reloading of any game code and assets (textures, models, audio, C# scripts, XAML UI markup, etc.) without recompilation or other interruption which makes it the main feature of the engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The title of the engine is based on Japanese words ΘÇúµÉ║ renkei (cooperation, coordination, link) and ΘüáµÖ» enkei (perspective, vista).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
* &#039;&#039;&#039;Live editing:&#039;&#039;&#039; No recompilation or asset reloading needed during development. You can edit and debug the code live - the engine will immediately display the changes to the C# code or assets (textures, models, audio, C# scripts, XAML UI markup, etc.).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Networking:&#039;&#039;&#039; Renkei Engine implementation of client-server intercommunication provides the best performance and lowest throughput and at the same time it&#039;s very easy to develop and configure. The game engine utilizes Reliable UDP implementation to avoid traffic hiccups and minimize network lags. It also allows to prioritize the most-important commands with easy-to-use declarative syntax.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Server-based architecture:&#039;&#039;&#039; in case of multiplayer games the authoritative game server architecture makes most of the usual forms of client-side cheating impossible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;United data space:&#039;&#039;&#039; Renkei engine blurs the line between Client and Server. Networking was always considered as one of the hardest part of game development requiring enormous amount of effort to develop and debug. We addressed this in many ways, some of which include: smart auto-replication of synchronized objects, easy-to-use bulletproof RPC, unified development console presenting Client and Server logs side-by-side with clear sequence of events and many other things. Effectively it means that the development of multiplayer game isn&#039;t much more difficult than developing a singleplayer game. The engine will take care of all the difficult parts.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Data-driven UI:&#039;&#039;&#039; UI is implemented by using NoesisGUI technology (http://noesisengine.com), which is a cross-platform WPF-like solution utilizing XAML markup to declaratively define UI elements and their style. It uses C# language for programming and ultimately effective MVVM-pattern for data binding.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Modding:&#039;&#039;&#039; Modding is easier. Modding is fun. Both, the game core data as well as mods are treated the same by the engine. All gameplay-related C# code and assets (including UI) are stored in the &amp;quot;Core.cpk&amp;quot; or &amp;quot;whatever_mod_name.mpk&amp;quot; files which are simple zip archives or folders on the hard drive. The game could load any number of such archives expanding the available game data and logic. Powerful asset management and overriding is also possible. This allows for extremely easy mod creation, including total conversions. Modding tools are also integrated into the game engine itself which aids in debugging of the mods or the core game.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Graceful degradation:&#039;&#039;&#039; How often do you see the game crashing during development or modding? And then long and frustrating recovery process, when you restarting the game, loading latest game world save, repeating your actions... It wastes your time and kills productivity, it literally ejects you from the creative flow. With live-editing philosophy in mind, Renkei Engine lets you avoid all these issues. It gracefully handles all situations like an unhandled exceptions in scripting or missing assets. In the worst case scenario the game will simply suspend the game cycle and report about the problem, clearly indicating about the faulty components and directing you right to the specific source code line if needed. After you fix the problem with the code or another issue - simply switch back to the game. If everything is fine it will automatically resume the game cycle. And you also can revert to the previous game data states by using hotkeys.&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=811</id>
		<title>RENKEI Engine</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=811"/>
		<updated>2016-02-17T10:34:41Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{draft}}&lt;br /&gt;
&lt;br /&gt;
= Renkei Engine =&lt;br /&gt;
&#039;&#039;&#039;Renkei Engine&#039;&#039;&#039; - Renkei Engine is a powerful multipurpose game engine designed for rapid game development. Renkei Engine is developed in-house for our own projects to be a powerful tool for client-server game development geared towards multiplayer/massively multiplayer cross-platform games.&lt;br /&gt;
&lt;br /&gt;
It is powered by the latest versions of .NET Framework on Windows and Mono on other platforms.&lt;br /&gt;
&lt;br /&gt;
Client part of Renkei Engine utilizes MonoGame game engine for the easier development of 2D games. But it could be replaced with any other low level library or an engine that supports the latest version of .NET/Mono (not Unity, unfortunately).&lt;br /&gt;
&lt;br /&gt;
The primary philosophy behind Renkei Engine is to focus the development on implementing the actual gameplay code with C# scripting while minimizing any interruptions during the development process. Therefore the engine is designed to allow live/hot-reloading of any game code and assets (textures, models, audio, C# scripts, XAML UI markup, etc.) without recompilation or other interruption which makes it the main feature of the engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The title of the engine is based on Japanese words ΘÇúµÉ║ renkei (cooperation, coordination, link) and ΘüáµÖ» enkei (perspective, vista).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
* &#039;&#039;&#039;Live editing:&#039;&#039;&#039; No recompilation or asset reloading needed during development. You can edit and debug the code live - the engine will immediately display the changes to the C# code or assets (textures, models, audio, C# scripts, XAML UI markup, etc.).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Networking:&#039;&#039;&#039; Renkei Engine implementation of client-server intercommunication provides the best performance and lowest throughput and at the same time it&#039;s very easy to develop and configure. The game engine utilizes Reliable UDP implementation to avoid traffic hiccups and minimize network lags. It also allows to prioritize the most-important commands with easy-to-use declarative syntax.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Server-based architecture:&#039;&#039;&#039; in case of multiplayer games the authoritative game server architecture makes most of the usual forms of client-side cheating impossible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;United data space:&#039;&#039;&#039; Renkei engine blurs the line between Client and Server. Networking was always considered as one of the hardest part of game development requiring enormous amount of effort to develop and debug. We addressed this in many ways, some of which include: smart auto-replication of synchronized objects, easy-to-use bulletproof RPC, unified development console presenting Client and Server logs side-by-side with clear sequence of events and many other things. Effectively it means that the development of multiplayer game isn&#039;t much more difficult than developing a singleplayer game. The engine will take care of all the difficult parts.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Data-driven UI:&#039;&#039;&#039; UI is implemented by using NoesisGUI technology (http://noesisengine.com), which is a cross-platform WPF-like solution utilizing XAML markup to declaratively define UI elements and their style. It uses C# language for programming and ultimately effective MVVM-pattern for data binding.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Modding:&#039;&#039;&#039; Modding is easier. Modding is fun. Both, the game core data as well as mods are treated the same by the engine. All gameplay-related C# code and assets (including UI) are stored in the &amp;quot;Core.cpk&amp;quot; or &amp;quot;whatever_mod_name.mpk&amp;quot; files which are simple zip archives or folders on the hard drive. The game could load any number of such archives expanding the available game data and logic. Powerful asset management and overriding is also possible. This allows for extremely easy mod creation, including total conversions. Modding tools are also integrated into the game engine itself which aids in debugging of the mods or the core game.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Graceful problem handling:&#039;&#039;&#039; How often do you see the game crashing during development or modding? And then long and frustrating recovery process, when you restarting the game, loading latest game world save, repeating your actions... It wastes your time and kills productivity, it literally ejects you from the creative flow. With live-editing philosophy in mind, Renkei Engine lets you avoid all these issues. It gracefully handles all situations like an unhandled exceptions in scripting or missing assets. In the worst case scenario the game will simply suspend the game cycle and report about the problem, clearly indicating about the faulty components and directing you right to the specific source code line if needed. After you fix the problem with the code or another issue - simply switch back to the game. If everything is fine it will automatically resume the game cycle. And you also can revert to the previous game data states by using hotkeys.&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=810</id>
		<title>RENKEI Engine</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=810"/>
		<updated>2016-02-17T10:33:28Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{draft}}&lt;br /&gt;
&lt;br /&gt;
= Renkei Engine =&lt;br /&gt;
&#039;&#039;&#039;Renkei Engine&#039;&#039;&#039; - Renkei Engine is a powerful multipurpose game engine designed for rapid game development. Renkei Engine is developed in-house for our own projects to be a powerful tool for client-server game development geared towards multiplayer/massively multiplayer cross-platform games.&lt;br /&gt;
&lt;br /&gt;
It is powered by the latest versions of .NET Framework on Windows and Mono on other platforms.&lt;br /&gt;
&lt;br /&gt;
Client part of Renkei Engine utilizes MonoGame game engine for the easier development of 2D games. But it could be replaced with any other low level library or an engine that supports the latest version of .NET/Mono (not Unity, unfortunately).&lt;br /&gt;
&lt;br /&gt;
The primary philosophy behind Renkei Engine is to focus the development on implementing the actual gameplay code with C# scripting while minimizing any interruptions during the development process. Therefore the engine is designed to allow live/hot-reloading of any game code and assets (textures, models, audio, C# scripts, XAML UI markup, etc.) without recompilation or other interruption which makes it the main feature of the engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The title of the engine is based on Japanese words ΘÇúµÉ║ renkei (cooperation, coordination, link) and ΘüáµÖ» enkei (perspective, vista).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
* &#039;&#039;&#039;Live editing:&#039;&#039;&#039; No recompilation or asset reloading needed during development. You can edit and debug the code live - the engine will immediately display the changes to the C# code or assets (textures, models, audio, C# scripts, XAML UI markup, etc.).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Networking:&#039;&#039;&#039; Renkei Engine implementation of client-server intercommunication provides the best performance and lowest throughput and at the same time it&#039;s very easy to develop and configure. The game engine utilizes Reliable UDP implementation to avoid traffic hiccups and minimize network lags. It also allows to prioritize the most-important commands with easy-to-use declarative syntax.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Server-based architecture:&#039;&#039;&#039; in case of multiplayer games the authoritative game server architecture makes most of the usual forms of client-side cheating impossible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;United data space:&#039;&#039;&#039; Renkei engine blurs the line between Client and Server. Networking was always considered as one of the hardest part of game development requiring enormous amount of effort to develop and debug. We addressed this in many ways, some of which include: smart auto-replication of synchronized objects, easy-to-use bulletproof RPC, unified development console presenting Client and Server logs side-by-side with clear sequence of events and many other things. Effectively it means that the development of multiplayer game isn&#039;t much more difficult than developing a singleplayer game. The engine will take care of all the difficult parts.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Data-driven UI:&#039;&#039;&#039; UI is implemented by using NoesisGUI technology (http://noesisengine.com), which is a cross-platform WPF-like solution utilizing XAML markup to declaratively define UI elements and their style. It uses C# language for programming and ultimately effective MVVM-pattern for data binding.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Modding:&#039;&#039;&#039; Modding is easier. Modding is fun. Both, the game core data as well as mods are treated the same by the engine. All gameplay-related C# code and assets (including UI) are stored in the &amp;quot;Core.cpk&amp;quot; or &amp;quot;whatever_mod_name.mpk&amp;quot; files which are simple zip archives or folders on the hard drive. The game could load any number of such archives expanding the available game data and logic. Powerful asset management and overriding is also possible. This allows for extremely easy mod creation, including total conversions. Modding tools are also integrated into the game engine itself which aids in debugging of the mods or the core game.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Graceful problem handling:&#039;&#039;&#039; How often do you see the game crashing during development or modding? And then long and frustrating recovery process, when you restarting the game, loading latest game world save, repeating your actions... It wastes your time and kills productivity, it literally ejects you from the creative flow. With live-editing philosophy in mind, Renkei Engine lets you avoid all these issues. It gracefully handles all situations like an unhandled exceptions in scripting or missing assets. In the worst case scenario the game will simply suspend the game cycle and report about the problem, clearly indicating about the faulty components and directing you right to the specific source code line if needed. You can also revert to the previous game data states by using hotkeys.&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=809</id>
		<title>RENKEI Engine</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=809"/>
		<updated>2016-02-17T10:29:17Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{draft}}&lt;br /&gt;
&lt;br /&gt;
= Renkei Engine =&lt;br /&gt;
&#039;&#039;&#039;Renkei Engine&#039;&#039;&#039; - Renkei Engine is a powerful multipurpose game engine designed for rapid game development. Renkei Engine is developed in-house for our own projects to be a powerful tool for client-server game development geared towards multiplayer/massively multiplayer cross-platform games.&lt;br /&gt;
&lt;br /&gt;
It is powered by the latest versions of .NET Framework on Windows and Mono on other platforms.&lt;br /&gt;
&lt;br /&gt;
Client part of Renkei Engine utilizes MonoGame game engine for the easier development of 2D games. But it could be replaced with any other low level library or an engine that supports the latest version of .NET/Mono (not Unity, unfortunately).&lt;br /&gt;
&lt;br /&gt;
The primary philosophy behind Renkei Engine is to focus the development on implementing the actual gameplay code with C# scripting while minimizing any interruptions during the development process. Therefore the engine is designed to allow live/hot-reloading of any game code and assets (textures, models, audio, C# scripts, XAML UI markup, etc.) without recompilation or other interruption which makes it the main feature of the engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The title of the engine is based on Japanese words ΘÇúµÉ║ renkei (cooperation, coordination, link) and ΘüáµÖ» enkei (perspective, vista).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
* &#039;&#039;&#039;Live editing:&#039;&#039;&#039; No recompilation or asset reloading needed during development. You can edit and debug the code live - the engine will immediately display the changes to the C# code or assets (textures, models, audio, C# scripts, XAML UI markup, etc.).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Networking:&#039;&#039;&#039; Renkei Engine implementation of client-server intercommunication provides the best performance and lowest throughput and at the same time it&#039;s very easy to develop and configure. The game engine utilizes Reliable UDP implementation to avoid traffic hiccups and minimize network lags. It also allows to prioritize the most-important commands with easy-to-use declarative syntax.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Server-based architecture:&#039;&#039;&#039; in case of multiplayer games the authoritative game server architecture makes most of the usual forms of client-side cheating impossible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;United data space:&#039;&#039;&#039; Renkei engine blurs the line between Client and Server. Networking was always considered as one of the hardest part of game development requiring enormous amount of effort to develop and debug. We addressed this in many ways, some of which include: smart auto-replication of synchronized objects, easy-to-use bulletproof RPC, unified development console presenting Client and Server logs side-by-side with clear sequence of events and many other things. Effectively it means that the development of multiplayer game isn&#039;t much more difficult than developing a singleplayer game. The engine will take care of all the difficult parts.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Data-driven UI:&#039;&#039;&#039; UI is implemented by using NoesisGUI technology (http://noesisengine.com), which is a cross-platform WPF-like solution utilizing XAML markup to declaratively define UI elements and their style. It uses C# language for programming and ultimately effective MVVM-pattern for data binding.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Modding:&#039;&#039;&#039; Modding is easier. Modding is fun. Both, the game core data as well as mods are treated the same by the engine. All gameplay-related C# code and assets (including UI) are stored in the &amp;quot;Core.cpk&amp;quot; or &amp;quot;whatever_mod_name.mpk&amp;quot; files which are simple zip archives or folders on the hard drive. The game could load any number of such archives expanding the available game data and logic. Powerful asset management and overriding is also possible. This allows for extremely easy mod creation, including total conversions. Modding tools are also integrated into the game engine itself which aids in debugging of the mods or the core game.&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=808</id>
		<title>RENKEI Engine</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=808"/>
		<updated>2016-02-17T10:19:59Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{draft}}&lt;br /&gt;
&lt;br /&gt;
= Renkei Engine =&lt;br /&gt;
&#039;&#039;&#039;Renkei Engine&#039;&#039;&#039; - Enkei Engine is a powerful multipurpose game engine designed for rapid game development. Renkei Engine is developed in-house for our own projects to be a powerful tool for client-server game development geared towards multiplayer/massively multiplayer cross-platform games.&lt;br /&gt;
&lt;br /&gt;
It is powered by the latest versions of .NET Framework on Windows and Mono on other platforms.&lt;br /&gt;
&lt;br /&gt;
Client part of Renkei Engine utilizes MonoGame game engine for the easier development of 2D games. But it could be replaced with any other low level library or an engine that supports the latest version of .NET/Mono (not Unity, unfortunately).&lt;br /&gt;
&lt;br /&gt;
The primary philosophy behind Renkei Engine is to focus the development on implementing the actual gameplay code with C# scripting while minimizing any interruptions during the development process. Therefore the engine is designed to allow live/hot-reloading of any game code and assets (textures, models, audio, C# scripts, XAML UI markup, etc.) without recompilation or other interruption which makes it the main feature of the engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The title of the engine is based on japanese words ΘÇúµÉ║ renkei (cooperation, coordination, link) and ΘüáµÖ» enkei (perspective, vista).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
* &#039;&#039;&#039;Live editing:&#039;&#039;&#039; No recompilation or asset reloading needed during development. You can edit and debug the code live - the engine will immediately display the changes to the C# code or assets (textures, models, audio, C# scripts, XAML UI markup, etc.).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Networking:&#039;&#039;&#039; Renkei Engine implementation of client-server intercommunication provides the best performance and lowest throughput and at the same time it&#039;s very easy to develop and configure. The game engine utilizes Reliable UDP implementation to avoid traffic hiccups and minimize network lags. It also allows to prioritize the most-important commands with easy-to-use declarative syntax.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Server-based architecture:&#039;&#039;&#039; in case of multiplayer games the authoritative game server architecture makes most of the usual forms of client-side cheating impossible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;United data space:&#039;&#039;&#039; Renkei engine blurs the line between Client and Server. Networking was always considered as one of the hardest part of game development requiring enormous amount of effort to develop and debug. We addressed this in many ways, some of which include: smart auto-replication of synchronized objects, easy-to-use bulletproof RPC, unified development console presenting Client and Server logs side-by-side with clear sequence of events and many other things. Effectively it means that the development of multiplayer game isn&#039;t much more difficult than developing a singleplayer game. The engine will take care of all the difficult parts.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Data-driven UI:&#039;&#039;&#039; UI is implemented by using NoesisGUI technology (http://noesisengine.com), which is a cross-platform WPF-like solution utilizing XAML markup to declaratively define UI elements and their style. It uses C# language for programming and ultimately effective MVVM-pattern for data binding.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Modding:&#039;&#039;&#039; Modding is easier. Modding is fun. Both, the game core data as well as mods are treated the same by engine. All gameplay-related C# code and assets (including UI) are stored in the &amp;quot;Core.cpk&amp;quot; or &amp;quot;whatever_mod_name.mpk&amp;quot; files which are simple zip archives or folders on the hard drive. The game could load any number of such archives expanding the available game data and logic. Powerful asset management and overriding is also possible. This allows for extremely easy mod creation, including total conversions. Modding tools are also integrated into the game engine itself which aids in debugging of the mods or the core game.&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=807</id>
		<title>RENKEI Engine</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=807"/>
		<updated>2016-02-17T10:16:54Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{draft}}&lt;br /&gt;
&lt;br /&gt;
= Renkei Engine =&lt;br /&gt;
&#039;&#039;&#039;Renkei Engine&#039;&#039;&#039; - Enkei Engine is a powerful multipurpose game engine designed for rapid game development. Renkei Engine is developed in-house for our own projects to be a powerful tool for client-server game development geared towards multiplayer/massively multiplayer cross-platform games.&lt;br /&gt;
&lt;br /&gt;
It is powered by the latest versions of .NET Framework on Windows and Mono on other platforms.&lt;br /&gt;
&lt;br /&gt;
Client part of Renkei Engine utilizes MonoGame game engine for the easier development of 2D games. But it could be replaced with any other low level library or an engine that supports the latest version of .NET/Mono (not Unity, unfortunately).&lt;br /&gt;
&lt;br /&gt;
The primary philosophy behind Renkei Engine is to focus the development on implementing the actual gameplay code with C# scripting while minimizing any interruptions during the development process. Therefore the engine is designed to allow live/hot-reloading of any game code and assets (textures, models, audio, C# scripts, XAML UI markup, etc.) without recompilation or other interruption which makes it the main feature of the engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The title of the engine is based on japanese words ΘÇúµÉ║ renkei (cooperation, coordination, link) and ΘüáµÖ» enkei (perspective, vista).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
* &#039;&#039;&#039;Live editing:&#039;&#039;&#039; No recompilation or asset reloading needed during development. You can edit and debug the code live - the engine will immediately display the changes to the C# code or assets (textures, models, audio, C# scripts, XAML UI markup, etc.).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Networking:&#039;&#039;&#039; Renkei Engine implementation of client-server intercommunication provides the best performance and lowest throughput and at the same time it&#039;s very easy to develop and configure. The game engine utilizes Reliable UDP implementation to avoid traffic hiccups and minimize network lags. It also allows to prioritize the most-important commands with easy-to-use declarative syntax.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Server based architecture:&#039;&#039;&#039; in case of multiplayer games the authoritative game server architecture makes most of the usual forms of client-side cheating impossible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;United data space:&#039;&#039;&#039; Renkei engine blurs the line between Client and Server. Networking was always considered as one of the hardest part of game development requiring enormous amount of effort to develop and debug. We addressed this in many ways, some of which include: smart auto-replication of synchronized objects, easy-to-use bulletproof RPC, unified development console presenting Client and Server logs side-by-side with clear sequence of events and many other things. Effectively it means that the development of multiplayer game isn&#039;t much more difficult than developing a singleplayer game. The engine will take care of all the difficult parts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Data-driven UI:&#039;&#039;&#039; UI is implemented by using NoesisGUI technology (http://noesisengine.com), which is a cross-platform WPF-like solution utilizing XAML markup to declaratively define UI elements and their style. It uses C# language for programming and ultimately effective MVVM-pattern for data binding.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Modding:&#039;&#039;&#039; Modding is easier. Modding is fun. Both, the game core data as well as mods are treated the same by engine. All gameplay-related C# code and assets (including UI) are stored in the &amp;quot;Core.cpk&amp;quot; or &amp;quot;whatever_mod_name.mpk&amp;quot; files which are simple zip archives or folders on the hard drive. The game could load any number of such archives expanding the available game data and logic. Powerful asset management and overriding is also possible. This allows for extremely easy mod creation, including total conversions. Modding tools are also integrated into the game engine itself which aids in debugging of the mods or the core game.&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=806</id>
		<title>RENKEI Engine</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=806"/>
		<updated>2016-02-17T10:12:57Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{draft}}&lt;br /&gt;
&lt;br /&gt;
= Renkei Engine =&lt;br /&gt;
&#039;&#039;&#039;Renkei Engine&#039;&#039;&#039; - Enkei Engine is a powerful multipurpose game engine designed for rapid game development. Renkei Engine is developed in-house for our own projects to be a powerful tool for client-server game development geared towards multiplayer/massively multiplayer cross-platform games.&lt;br /&gt;
&lt;br /&gt;
It is powered by the latest versions of .NET Framework on Windows and Mono on other platforms.&lt;br /&gt;
&lt;br /&gt;
Client part of Renkei Engine utilizes MonoGame game engine for the easier development of 2D games. But it could be replaced with any other low level library or an engine that supports the latest version of .NET/Mono (not Unity, unfortunately).&lt;br /&gt;
&lt;br /&gt;
The primary philosophy behind Renkei Engine is to focus the development on implementing the actual gameplay code with C# scripting while minimizing any interruptions during the development process. Therefore the engine is designed to allow live/hot-reloading of any game code and assets (textures, models, audio, C# scripts, XAML UI markup, etc.) without recompilation or other interruption which makes it the main feature of the engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The title of the engine is based on japanese words ΘÇúµÉ║ renkei (cooperation, coordination, link) and ΘüáµÖ» enkei (perspective, vista).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
* &#039;&#039;&#039;Live editing:&#039;&#039;&#039; No recompilation or asset reloading needed during development. You can edit and debug the code live - the engine will immediately display the changes to the C# code or assets (textures, models, audio, C# scripts, XAML UI markup, etc.).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Networking:&#039;&#039;&#039; Renkei Engine implementation of client-server intercommunication provides the best performance and lowest throughput and at the same time it&#039;s very easy to develop and configure. The game engine utilizes Reliable UDP implementation to avoid traffic hiccups and minimize network lags. It also allows to prioritize the most-important commands with easy-to-use declarative syntax.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Server based architecture:&#039;&#039;&#039; in case of multiplayer games the authoritative game server architecture makes most of the usual forms of client-side cheating impossible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Data-driven UI:&#039;&#039;&#039; UI is implemented by using NoesisGUI technology (http://noesisengine.com), which is a cross-platform WPF-like solution utilizing XAML markup to declaratively define UI elements and their style. It uses C# language for programming and ultimately effective MVVM-pattern for data binding.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Modding:&#039;&#039;&#039; Modding is easier. Modding is fun. Both, the game core data as well as mods are treated the same by engine. All gameplay-related C# code and assets (including UI) are stored in the &amp;quot;Core.cpk&amp;quot; or &amp;quot;whatever_mod_name.mpk&amp;quot; files which are simple zip archives or folders on the hard drive. The game could load any number of such archives expanding the available game data and logic. Powerful asset management and overriding is also possible. This allows for extremely easy mod creation, including total conversions. Modding tools are also integrated into the game engine itself which aids in debugging of the mods or the core game.&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=805</id>
		<title>RENKEI Engine</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=805"/>
		<updated>2016-02-17T09:07:34Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{draft}}&lt;br /&gt;
&lt;br /&gt;
= Renkei Engine =&lt;br /&gt;
&#039;&#039;&#039;Renkei Engine&#039;&#039;&#039; - Enkei Engine is a powerful multipurpose game engine designed for rapid game development. Renkei Engine is developed in-house for our own projects to be a powerful tool for client-server game development geared towards multiplayer/massively multiplayer cross-platform games.&lt;br /&gt;
&lt;br /&gt;
It is powered by the latest versions of .NET Framework on Windows and Mono on other platforms.&lt;br /&gt;
&lt;br /&gt;
Client part of Renkei Engine utilizes MonoGame game engine for the easier development of 2D games. But it could be replaced with any other low level library or an engine that supports the latest version of .NET/Mono (not Unity, unfortunately).&lt;br /&gt;
&lt;br /&gt;
The primary philosophy behind Renkei Engine is to focus the development on implementing the actual gameplay code with C# scripting while minimizing any interruptions during the development process. Therefore the engine is designed to allow live/hot-reloading of any game code and assets (textures, models, audio, C# scripts, XAML UI markup, etc.) without recompilation or other interruption which makes it the main feature of the engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The title of the engine is based on japanese words ΘÇúµÉ║ renkei (cooperation, coordination, link) and ΘüáµÖ» enkei (perspective, vista).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
* &#039;&#039;&#039;Live editing:&#039;&#039;&#039; No recompilation or asset reloading needed during development. You can edit and debug the code live - the engine will immediately display the changes to the C# code or assets (textures, models, audio, C# scripts, XAML UI markup, etc.).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Networking:&#039;&#039;&#039; Renkei Engine implementation of client-server intercommunication provides the best performance and lowest throughput and at the same time it&#039;s very easy to develop and configure.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Server based architecture:&#039;&#039;&#039; in case of multiplayer games the authoritative game server architecture makes most of the usual forms of client-side cheating impossible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Data-driven UI:&#039;&#039;&#039; UI is implemented by using NoesisGUI technology (http://noesisengine.com), which is a cross-platform WPF-like solution utilizing XAML markup to declaratively define UI elements and their style. It uses C# language for programming and ultimately effective MVVM-pattern for data binding.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Modding:&#039;&#039;&#039; Modding is easier. Modding is fun. Both, the game core data as well as mods are treated the same by engine. All gameplay-related C# code and assets (including UI) are stored in the &amp;quot;Core.cpk&amp;quot; or &amp;quot;whatever_mod_name.mpk&amp;quot; files which are simple zip archives or folders on the hard drive. The game could load any number of such archives expanding the available game data and logic. Powerful asset management and overriding is also possible. This allows for extremely easy mod creation, including total conversions. Modding tools are also integrated into the game engine itself which aids in debugging of the mods or the core game.&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=804</id>
		<title>RENKEI Engine</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=804"/>
		<updated>2016-02-17T09:06:08Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{draft}}&lt;br /&gt;
&lt;br /&gt;
= Renkei Engine =&lt;br /&gt;
&#039;&#039;&#039;Renkei Engine&#039;&#039;&#039; - Enkei Engine is a powerful multipurpose game engine designed for rapid game development. Renkei Engine is developed in-house for our own projects to be a powerful tool for client-server game development geared towards multiplayer/massively multiplayer cross-platform games.&lt;br /&gt;
&lt;br /&gt;
It is powered by the latest versions of .NET Framework on Windows and Mono on other platforms.&lt;br /&gt;
&lt;br /&gt;
Client part of Renkei Engine utilizes MonoGame game engine for the easier development of 2D games. But it could be replaced with any other low level library or an engine that supports the latest version of .NET/Mono (not Unity, unfortunately).&lt;br /&gt;
&lt;br /&gt;
The primary philosophy behind Renkei Engine is to focus the development on implementing the actual gameplay code with C# scripting while minimizing any interruptions during the development process. Therefore the engine is designed to allow live/hot-reloading of any game code and assets (textures, models, audio, C# scripts, XAML UI markup, etc.) without recompilation or other interruption which makes it the main feature of the engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The title of the engine is based on japanese words ΘÇúµÉ║ renkei (cooperation, coordination, link) and ΘüáµÖ» enkei (perspective, vista).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
* &#039;&#039;&#039;Live editing:&#039;&#039;&#039; No recompilation or asset reloading needed during development. You can edit and debug the code live - the engine will immediately display the changes to the C# code or assets (textures, models, audio, C# scripts, XAML UI markup, etc.).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Networking:&#039;&#039;&#039; Renkei Engine implementation of client-server intercommunication provides the best performance and lowest throughput and at the same time it&#039;s very easy to develop and configure.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Server based architecture:&#039;&#039;&#039; in case of multiplayer games the authoritative game server architecture makes most of the usual forms of client-side cheating impossible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Data-driven UI:&#039;&#039;&#039; UI is implemented by using NoesisGUI technology (http://noesisengine.com), which is a cross-platform WPF-like solution utilizing XAML markup to declaratively define UI elements and their style. It uses C# language for programming and ultimately effective MVVM-pattern for data binding.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Modding:&#039;&#039;&#039; Modding is easier. Modding is fun. Both, the game core data as well as mods are treated the same by engine. All gameplay-related C# code and assets (including UI) are stored in the &amp;quot;Core.cpk&amp;quot; or &amp;quot;whatever_mod_name.mpk&amp;quot; files which are simple zip archives or folders on the hard drive. The game could load any number of such archives expanding the available game data and logic. Powerful asset management and overriding is also possible. This allows for extremely easy mod creation, including total conversions. Modding tools are also integrated into the game engine itself which aids in debugging or the mods or the core game.&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=803</id>
		<title>RENKEI Engine</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=803"/>
		<updated>2016-02-17T09:03:54Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{draft}}&lt;br /&gt;
&lt;br /&gt;
= Renkei Engine =&lt;br /&gt;
&#039;&#039;&#039;Renkei Engine&#039;&#039;&#039; - Enkei Engine is a powerful multipurpose game engine designed for rapid game development. Renkei Engine is developed in-house for our own projects to be a powerful tool for client-server game development geared towards (massive-)multiplayer cross-platform games.&lt;br /&gt;
&lt;br /&gt;
It is powered by the latest versions of .NET Framework on Windows and Mono on other platforms.&lt;br /&gt;
&lt;br /&gt;
Client part of Renkei Engine utilizes MonoGame game engine for the easier development of 2D games. But it could be replaced with any other low level library or an engine that supports the latest version of .NET/Mono (not Unity, unfortunately).&lt;br /&gt;
&lt;br /&gt;
The primary philosophy behind Renkei Engine is to focus the development on implementing the actual gameplay code with C# scripting while minimizing any interruptions during the development process. Therefore the engine is designed to allow live/hot-reloading of any game code and assets (textures, models, audio, C# scripts, XAML UI markup, etc.) without recompilation or other interruption which makes it the main feature of the engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The title of the engine is based on japanese words ΘÇúµÉ║ renkei (cooperation, coordination, link) and ΘüáµÖ» enkei (perspective, vista).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
1. &#039;&#039;&#039;Live editing:&#039;&#039;&#039; No recompilation or asset reloading needed during development. You can edit the code life and the engine will immediately display the changes to C# code or assets (textures, models, audio, C# scripts, XAML UI markup, etc.).&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Networking:&#039;&#039;&#039; Renkei Engine implementation of client-server intercommunication provides the best performance and lowest throughput and at the same time it&#039;s very easy to develop and configure.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Server based architecture:&#039;&#039;&#039; in case of multiplayer games the authoritative game server architecture makes most of the usual forms of client-side cheating impossible.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Data-driven UI:&#039;&#039;&#039; UI is implemented by using NoesisGUI technology (http://noesisengine.com), which is a cross-platform WPF-like solution utilizing XAML markup to declaratively define UI elements and their style. It uses C# language for programming and ultimately effective MVVM-pattern for data binding.&lt;br /&gt;
&lt;br /&gt;
5. &#039;&#039;&#039;Modding:&#039;&#039;&#039; Modding is easier. Modding is fun. Both, the game core data as well as mods are treated the same by engine. All gameplay-related C# code and assets (including UI) are stored in the &amp;quot;Core.cpk&amp;quot; or &amp;quot;whatever_mod_name.mpk&amp;quot; files which are simple zip archives or folders on the hard drive. The game could load any number of such archives expanding the available game data and logic. Powerful asset management and overriding is also possible. This allows for extremely easy mod creation, including total conversions. Modding tools are also integrated into the game engine itself which aids in debugging or the mods or the core game.&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=802</id>
		<title>RENKEI Engine</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=802"/>
		<updated>2016-02-17T08:57:14Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{draft}}&lt;br /&gt;
&lt;br /&gt;
= Renkei Engine =&lt;br /&gt;
&#039;&#039;&#039;Renkei Engine&#039;&#039;&#039; - Enkei Engine is a powerful multipurpose game engine designed for rapid game development. Renkei Engine is developed in-house for our own projects to be a powerful tool for client-server game development geared towards (massive-)multiplayer cross-platform games.&lt;br /&gt;
&lt;br /&gt;
It is powered by the latest versions of .NET Framework on Windows and Mono on other platforms.&lt;br /&gt;
&lt;br /&gt;
Client part of Renkei Engine utilizes MonoGame game engine for the easier development of 2D games. But it could be replaced with any other low level library or an engine that supports the latest version of .NET/Mono (not Unity, unfortunately).&lt;br /&gt;
&lt;br /&gt;
The primary philosophy behind Renkei Engine is to focus the development on implementing the actual gameplay code with C# scripting while minimizing any interruptions during the development process. Therefore the engine is designed to allow live/hot-reloading of any game code and assets (textures, models, audio, C# scripts, XAML UI markup, etc.) without recompilation or other interruption which makes it the main feature of the engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The title of the engine is based on japanese words ΘÇúµÉ║ renkei (cooperation, coordination, link) and ΘüáµÖ» enkei (perspective, vista).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
1. &#039;&#039;&#039;Live editing:&#039;&#039;&#039; No recompilation or asset reloading needed during development. You can edit the code life and the engine will immediately display the changes to C# code or assets (textures, models, audio, C# scripts, XAML UI markup, etc.).&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Networking:&#039;&#039;&#039; Renkei Engine implementation of client-server intercommunication provides the best performance and lowest throughput and at the same time it&#039;s very easy to develop and configure.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Server based architecture:&#039;&#039;&#039; in case of multiplayer games the authoritative game server architecture makes most of the usual forms of client-side cheating impossible.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Data-driven UI:&#039;&#039;&#039; UI is implemented by using NoesisGUI technology (http://noesisengine.com), which is a cross-platform WPF-like solution utilizing XAML markup to declaratively define UI elements and their style. It uses C# language for programming and ultimately effective MVVM-pattern for data binding.&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=801</id>
		<title>RENKEI Engine</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=801"/>
		<updated>2016-02-17T08:55:27Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{draft}}&lt;br /&gt;
&lt;br /&gt;
= Renkei Engine =&lt;br /&gt;
&#039;&#039;&#039;Renkei Engine&#039;&#039;&#039; - Enkei Engine is a powerful multipurpose game engine designed for rapid game development. Renkei Engine is developed in-house for our own projects to be a powerful tool for client-server game development geared towards (massive-)multiplayer cross-platform games.&lt;br /&gt;
&lt;br /&gt;
It is powered by the latest versions of .NET Framework on Windows and Mono on other platforms.&lt;br /&gt;
&lt;br /&gt;
Client part of Renkei Engine utilizes MonoGame game engine for the easier development of 2D games. But it could be replaced with any other low level library or an engine that supports the latest version of .NET/Mono (not Unity, unfortunately).&lt;br /&gt;
&lt;br /&gt;
The primary philosophy behind Renkei Engine is to focus the development on implementing the actual gameplay code with C# scripting while minimizing any interruptions during the development process. Therefore the engine is designed to allow live/hot-reloading of any game code and assets (textures, models, audio, C# scripts, XAML UI markup, etc.) without recompilation or other interruption which makes it the main feature of the engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The title of the engine is based on japanese words ΘÇúµÉ║ renkei (cooperation, coordination, link) and ΘüáµÖ» enkei (perspective, vista).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
1. &#039;&#039;&#039;Live editing:&#039;&#039;&#039; No recompilation or asset reloading needed during development. You can edit the code life and the engine will immediately display the changes to C# code or assets (textures, models, audio, C# scripts, XAML UI markup, etc.).&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Networking:&#039;&#039;&#039; Renkei Engine implementation of client-server intercommunication provides the best performance and lowest throughput and at the same time it&#039;s very easy to develop and configure.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Server based architecture:&#039;&#039;&#039; in case of multiplayer games the authoritative game server architecture makes most of the usual forms of client-side cheating impossible.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Data-driven UI:&#039;&#039;&#039; UI is implemented by using NoesisGUI technology (http://http://noesisengine.com), which is a cross-platform WPF-like solution utilizing XAML markup to declaratively define UI elements and their style. It uses C# language for programming and ultimately effective MVVM-pattern for data binding.&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=800</id>
		<title>RENKEI Engine</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=800"/>
		<updated>2016-02-17T08:54:46Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{draft}}&lt;br /&gt;
&lt;br /&gt;
= Renkei Engine =&lt;br /&gt;
&#039;&#039;&#039;Renkei Engine&#039;&#039;&#039; - Enkei Engine is a powerful multipurpose game engine designed for rapid game development. Renkei Engine is developed in-house for our own projects to be a powerful tool for client-server game development geared towards (massive-)multiplayer cross-platform games.&lt;br /&gt;
&lt;br /&gt;
It is powered by the latest versions of .NET Framework on Windows and Mono on other platforms.&lt;br /&gt;
&lt;br /&gt;
Client part of Renkei Engine utilizes MonoGame game engine for the easier development of 2D games. But it could be replaced with any other low level library or an engine that supports the latest version of .NET/Mono (not Unity, unfortunately).&lt;br /&gt;
&lt;br /&gt;
The primary philosophy behind Renkei Engine is to focus the development on implementing the actual gameplay code with C# scripting while minimizing any interruptions during the development process. Therefore the engine is designed to allow live/hot-reloading of any game code and assets (textures, models, audio, C# scripts, XAML UI markup, etc.) without recompilation or other interruption which makes it the main feature of the engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The title of the engine is based on japanese words ΘÇúµÉ║ renkei (cooperation, coordination, link) and ΘüáµÖ» enkei (perspective, vista).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
1. &#039;&#039;&#039;Live editing:&#039;&#039;&#039; No recompilation or asset reloading needed during development. You can edit the code life and the engine will immediately display the changes to C# code or assets (textures, models, audio, C# scripts, XAML UI markup, etc.).&lt;br /&gt;
1. &#039;&#039;&#039;Networking:&#039;&#039;&#039; Renkei Engine implementation of client-server intercommunication provides the best performance and lowest throughput and at the same time it&#039;s very easy to develop and configure.&lt;br /&gt;
2. &#039;&#039;&#039;Server based architecture:&#039;&#039;&#039; in case of multiplayer games the authoritative game server architecture makes most of the usual forms of client-side cheating impossible.&lt;br /&gt;
3. &#039;&#039;&#039;Data-driven UI:&#039;&#039;&#039; UI is implemented by using NoesisGUI technology (http://http://noesisengine.com), which is a cross-platform WPF-like solution utilizing XAML markup to declaratively define UI elements and their style. It uses C# language for programming and ultimately effective MVVM-pattern for data binding.&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=799</id>
		<title>RENKEI Engine</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=799"/>
		<updated>2016-02-17T08:54:18Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{draft}}&lt;br /&gt;
&lt;br /&gt;
= Renkei Engine =&lt;br /&gt;
&#039;&#039;&#039;Renkei Engine&#039;&#039;&#039; - Enkei Engine is a powerful multipurpose game engine designed for rapid game development. Renkei Engine is developed in-house for our own projects to be a powerful tool for client-server game development geared towards (massive-)multiplayer cross-platform games.&lt;br /&gt;
&lt;br /&gt;
It is powered by the latest versions of .NET Framework on Windows and Mono on other platforms.&lt;br /&gt;
&lt;br /&gt;
Client part of Renkei Engine utilizes MonoGame game engine for the easier development of 2D games. But it could be replaced with any other low level library or an engine that supports the latest version of .NET/Mono (not Unity, unfortunately).&lt;br /&gt;
&lt;br /&gt;
The primary philosophy behind Renkei Engine is to focus the development on implementing the actual gameplay code with C# scripting while minimizing any interruptions during the development process. Therefore the engine is designed to allow live/hot-reloading of any game code and assets (textures, models, audio, C# scripts, XAML UI markup, etc.) without recompilation or other interruption which makes it the main feature of the engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The title of the engine is based on japanese words ΘÇúµÉ║ renkei (cooperation, coordination, link) and ΘüáµÖ» enkei (perspective, vista).&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
1. &#039;&#039;&#039;Live editing:&#039;&#039;&#039; No recompilation or asset reloading needed during development. You can edit the code life and the engine will immediately display the changes to C# code or assets (textures, models, audio, C# scripts, XAML UI markup, etc.).&lt;br /&gt;
1. &#039;&#039;&#039;Networking:&#039;&#039;&#039; Renkei Engine implementation of client-server intercommunication provides the best performance and lowest throughput and at the same time it&#039;s very easy to develop and configure.&lt;br /&gt;
2. &#039;&#039;&#039;Server based architecture:&#039;&#039;&#039; in case of multiplayer games the authoritative game server architecture makes most of the usual forms of client-side cheating impossible.&lt;br /&gt;
3. &#039;&#039;&#039;Data-driven UI:&#039;&#039;&#039; UI is implemented by using NoesisGUI technology (http://http://noesisengine.com), which is a cross-platform WPF-like solution utilizing XAML markup to declaratively define UI elements and their style. It uses C# language for programming and ultimately effective MVVM-pattern for data binding.&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=798</id>
		<title>RENKEI Engine</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=RENKEI_Engine&amp;diff=798"/>
		<updated>2016-02-17T08:52:41Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: Created page with &amp;quot;{{draft}}  = Renkei Engine =   &amp;#039;&amp;#039;&amp;#039;Renkei Engine&amp;#039;&amp;#039;&amp;#039; - Enkei Engine is a powerful multipurpose game engine designed for rapid game development. Renkei Engine is developed in-hou...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{draft}}&lt;br /&gt;
&lt;br /&gt;
= Renkei Engine =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renkei Engine&#039;&#039;&#039; - Enkei Engine is a powerful multipurpose game engine designed for rapid game development. Renkei Engine is developed in-house for our own projects to be a powerful tool for client-server game development geared towards (massive-)multiplayer cross-platform games.&lt;br /&gt;
&lt;br /&gt;
It is powered by the latest versions of .NET Framework on Windows and Mono on other platforms.&lt;br /&gt;
&lt;br /&gt;
Client part of Renkei Engine utilizes MonoGame game engine for the easier development of 2D games. But it could be replaced with any other low level library or an engine that supports the latest version of .NET/Mono (not Unity, unfortunately).&lt;br /&gt;
&lt;br /&gt;
The primary philosophy behind Renkei Engine is to focus development on implementing the gameplay code with C# scripting minimizing any interruptions during the development. Therefore the engine is developed to allow live/hot-reloading of any code and assets (textures, models, audio, C# scripts and XAML UI markup) without recompilation or other interruption which makes it the main feature of the engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The title of the engine is based on japanese words ΘÇúµÉ║ renkei (cooperation, coordination, link) and ΘüáµÖ» enkei (perspective, vista).&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
1. &#039;&#039;&#039;Live editing:&#039;&#039;&#039; No recompilation or asset reloading needed during development. You can edit the code life and the engine will immediately display the changes to C# code or assets (textures, models, audio, C# scripts and XAML UI markup).&lt;br /&gt;
1. &#039;&#039;&#039;Networking:&#039;&#039;&#039; Renkei Engine implementation of client-server intercommunication provides the best performance and lowest throughput and at the same time it&#039;s very easy to develop and configure.&lt;br /&gt;
2. &#039;&#039;&#039;Server based architecture:&#039;&#039;&#039; in case of multiplayer games the authoritative game server architecture makes most of the usual forms of client-side cheating impossible.&lt;br /&gt;
3. &#039;&#039;&#039;Data-driven UI:&#039;&#039;&#039; UI is implemented by using NoesisGUI technology (http://http://noesisengine.com), which is a cross-platform WPF-like solution utilizing XAML markup to declaratively define UI elements and their style. It uses C# language for programming and ultimately effective MVVM-pattern for data binding.&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=Main_Page&amp;diff=797</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=Main_Page&amp;diff=797"/>
		<updated>2016-02-17T08:10:29Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AtomicTorchStudioLogoTransparent.png]]&amp;lt;br&amp;gt;Welcome to &#039;&#039;&#039;AtomicTorch Studio&#039;&#039;&#039; wiki!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Links:&#039;&#039;&#039;&lt;br /&gt;
* [http://atomictorch.com AtomicTorch Studio portal] (&#039;&#039;&#039;website&#039;&#039;&#039; and developer&#039;s &#039;&#039;&#039;blog&#039;&#039;&#039;)&lt;br /&gt;
* [http://forums.atomictorch.com Forums] (official forms)&lt;br /&gt;
* [http://atomictorch.com/Store Store] (official store)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This wiki is work in progress and is in no way complete. We are only starting adding content here, for now mostly for our own reference. But if you would like to help - feel free to create an account. Any help with adding additional materials or organizing what&#039;s already here is appreciated!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= [[VoidExpanse]] Wiki =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:40%&amp;quot; | Get the game&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot; | The game&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot; | Modding&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot; | Tutorials&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;!-- get the game --&amp;gt;&lt;br /&gt;
[[File:VoidExpanseBanner.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
You can find additional information about [[VoidExpanse]] on the official website.&lt;br /&gt;
* [http://voidexpanse.com VoidExpanse website]&lt;br /&gt;
| &amp;lt;!-- the game --&amp;gt;&lt;br /&gt;
* [[VoidExpanse/Ships|Ships]]&lt;br /&gt;
* [[VoidExpanse/Weapons|Weapons]]&lt;br /&gt;
* [[VoidExpanse/Equipment|Equipment]]&lt;br /&gt;
* [[VoidExpanse/Topics|NPCs and topics]]&lt;br /&gt;
* [[VoidExpanse/Holodeck|Holodeck]]&lt;br /&gt;
* [[VoidExpanse/Ore|Ore]]&lt;br /&gt;
* [[VoidExpanse/Goods|Goods]]&lt;br /&gt;
* [[VoidExpanse/Objects|Alien Relics &amp;amp; Body Parts]]&lt;br /&gt;
| &amp;lt;!-- modding --&amp;gt;&lt;br /&gt;
* [[VoidExpanse/installing_mods|How to install mods?]]&lt;br /&gt;
* [[VoidExpanse/mod_uploader|Steam Mod Uploader]]&lt;br /&gt;
* [[VoidExpanse/modding|Modding]]&lt;br /&gt;
* [[VoidExpanse/scripting_api|Scripting]]&lt;br /&gt;
* [[VoidExpanse/localization|Localization and Translation]]&lt;br /&gt;
| &amp;lt;!-- tutorials --&amp;gt;&lt;br /&gt;
* [[VoidExpanse/updating_the_game|How to update the game?]]&lt;br /&gt;
* [[VoidExpanse/Server_setup|Server setup]]&lt;br /&gt;
* [[VoidExpanse/SteamCMD|SteamCMD Linux setup]]&lt;br /&gt;
* [[VoidExpanse/Server_commands|Server commands]]&lt;br /&gt;
* [[VoidExpanse/Troubleshooting|Troubleshooting]]&lt;br /&gt;
* [[VoidExpanse/Linux_Compatibility|Running on Linux]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= [[Dinocide]] Wiki =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:40%&amp;quot; | Get the game&lt;br /&gt;
! style=&amp;quot;width:30%&amp;quot; | The game&lt;br /&gt;
! style=&amp;quot;width:30%&amp;quot; | Game content&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;!-- get the game --&amp;gt;&lt;br /&gt;
[[File:DinocideBanner.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
[[Dinocide]] is currently in development. You can find all information about the game on the website.&lt;br /&gt;
* [http://dinocide.com Dinocide website]&lt;br /&gt;
* [http://dinocide.com/Pages/Dinocide-Download-Demo-Version Download Dinocide Demo]&lt;br /&gt;
| &amp;lt;!-- the game --&amp;gt;&lt;br /&gt;
* [[Dinocide/Tactics|Tactics]]&lt;br /&gt;
* [[Dinocide/World map|World map]]&lt;br /&gt;
* [[Dinocide/Bosses|Bosses]]&lt;br /&gt;
| &amp;lt;!-- content --&amp;gt;&lt;br /&gt;
* [[Dinocide/Dinosaurs|Dinosaurs]]&lt;br /&gt;
* [[Dinocide/Weapons|Weapons]]&lt;br /&gt;
* [[Dinocide/Items|Items]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= AtomicTorch Studio technology wiki =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:50%&amp;quot; | Information&lt;br /&gt;
! style=&amp;quot;width:50%&amp;quot; | Projects&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
Aside from the game projects AtomicTorch Studio also develops certain software projects to aid its game development needs. These projects are mostly intended for internal use, however our latest work ([[Renkei_Engine|Renkei Engine]]) is quite a powerful tool by itself which might interest other developers as well. Hence we decided to make the information available publicly.&lt;br /&gt;
| &amp;lt;!-- links --&amp;gt;&lt;br /&gt;
* [[Renkei_Engine|Renkei Engine]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Editing wiki ==&lt;br /&gt;
* [[:Category:Templates|List of templates]]&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=Main_Page&amp;diff=754</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=Main_Page&amp;diff=754"/>
		<updated>2015-12-08T08:16:19Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AtomicTorchStudioLogoTransparent.png]]&amp;lt;br&amp;gt;Welcome to &#039;&#039;&#039;AtomicTorch Studio&#039;&#039;&#039; wiki!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Links:&#039;&#039;&#039;&lt;br /&gt;
* [http://atomictorch.com AtomicTorch Studio portal] (&#039;&#039;&#039;website&#039;&#039;&#039; and developer&#039;s &#039;&#039;&#039;blog&#039;&#039;&#039;)&lt;br /&gt;
* [http://forums.atomictorch.com Forums] (official forms)&lt;br /&gt;
* [http://atomictorch.com/Store Store] (official store)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This wiki is work in progress and is in no way complete. We are only starting adding content here, for now mostly for our own reference. But if you would like to help - feel free to create an account. Any help with adding additional materials or organizing what&#039;s already here is appreciated!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= [[VoidExpanse]] Wiki =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:40%&amp;quot; | Get the game&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot; | The game&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot; | Modding&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot; | Tutorials&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;!-- get the game --&amp;gt;&lt;br /&gt;
[[File:VoidExpanseBanner.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
You can find additional information about [[VoidExpanse]] on the official website.&lt;br /&gt;
* [http://voidexpanse.com VoidExpanse website]&lt;br /&gt;
| &amp;lt;!-- the game --&amp;gt;&lt;br /&gt;
* [[VoidExpanse/Ships|Ships]]&lt;br /&gt;
* [[VoidExpanse/Weapons|Weapons]]&lt;br /&gt;
* [[VoidExpanse/Equipment|Equipment]]&lt;br /&gt;
* [[VoidExpanse/Topics|NPCs and topics]]&lt;br /&gt;
* [[VoidExpanse/Holodeck|Holodeck]]&lt;br /&gt;
* [[VoidExpanse/Ore|Ore]]&lt;br /&gt;
* [[VoidExpanse/Goods|Goods]]&lt;br /&gt;
* [[VoidExpanse/Objects|Alien Relics &amp;amp; Body Parts]]&lt;br /&gt;
| &amp;lt;!-- modding --&amp;gt;&lt;br /&gt;
* [[VoidExpanse/installing_mods|How to install mods?]]&lt;br /&gt;
* [[VoidExpanse/mod_uploader|Steam Mod Uploader]]&lt;br /&gt;
* [[VoidExpanse/modding|Modding]]&lt;br /&gt;
* [[VoidExpanse/scripting_api|Scripting]]&lt;br /&gt;
* [[VoidExpanse/localization|Localization and Translation]]&lt;br /&gt;
| &amp;lt;!-- tutorials --&amp;gt;&lt;br /&gt;
* [[VoidExpanse/updating_the_game|How to update the game?]]&lt;br /&gt;
* [[VoidExpanse/Server_setup|Server setup]]&lt;br /&gt;
* [[VoidExpanse/SteamCMD|SteamCMD Linux setup]]&lt;br /&gt;
* [[VoidExpanse/Server_commands|Server commands]]&lt;br /&gt;
* [[VoidExpanse/Troubleshooting|Troubleshooting]]&lt;br /&gt;
* [[VoidExpanse/Linux_Compatibility|Running on Linux]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= [[Dinocide]] Wiki =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:40%&amp;quot; | Get the game&lt;br /&gt;
! style=&amp;quot;width:30%&amp;quot; | The game&lt;br /&gt;
! style=&amp;quot;width:30%&amp;quot; | Game content&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;!-- get the game --&amp;gt;&lt;br /&gt;
[[File:DinocideBanner.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
[[Dinocide]] is currently in development. You can find all information about the game on the website.&lt;br /&gt;
* [http://dinocide.com Dinocide website]&lt;br /&gt;
* [http://dinocide.com/Pages/Dinocide-Download-Demo-Version Download Dinocide Demo]&lt;br /&gt;
| &amp;lt;!-- the game --&amp;gt;&lt;br /&gt;
* [[Dinocide/Tactics|Tactics]]&lt;br /&gt;
* [[Dinocide/World map|World map]]&lt;br /&gt;
* [[Dinocide/Bosses|Bosses]]&lt;br /&gt;
| &amp;lt;!-- content --&amp;gt;&lt;br /&gt;
* [[Dinocide/Dinosaurs|Dinosaurs]]&lt;br /&gt;
* [[Dinocide/Weapons|Weapons]]&lt;br /&gt;
* [[Dinocide/Items|Items]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Editing wiki ==&lt;br /&gt;
* [[:Category:Templates|List of templates]]&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=Main_Page&amp;diff=753</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=Main_Page&amp;diff=753"/>
		<updated>2015-12-08T08:15:38Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AtomicTorchStudioLogoTransparent.png]]&amp;lt;br&amp;gt;Welcome to &#039;&#039;&#039;AtomicTorch Studio&#039;&#039;&#039; wiki!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Links:&#039;&#039;&#039;&lt;br /&gt;
* [http://atomictorch.com AtomicTorch Studio portal] (&#039;&#039;&#039;website&#039;&#039;&#039; and developer&#039;s &#039;&#039;&#039;blog&#039;&#039;&#039;)&lt;br /&gt;
* [http://forums.atomictorch.com Forums] (official forms)&lt;br /&gt;
* [http://atomictorch.com/Store Store] (official store)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This wiki is work in progress and is in no way complete. We are only starting adding content here, for now mostly for our own reference. But if you would like to help - feel free to create an account. Any help with adding additional materials or organizing what&#039;s already here is appreciated!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= [[VoidExpanse]] Wiki =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:28%&amp;quot; | Get the game&lt;br /&gt;
! style=&amp;quot;width:24%&amp;quot; | The game&lt;br /&gt;
! style=&amp;quot;width:24%&amp;quot; | Modding&lt;br /&gt;
! style=&amp;quot;width:24%&amp;quot; | Tutorials&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;!-- get the game --&amp;gt;&lt;br /&gt;
[[File:VoidExpanseBanner.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
You can find additional information about [[VoidExpanse]] on the official website.&lt;br /&gt;
* [http://voidexpanse.com VoidExpanse website]&lt;br /&gt;
| &amp;lt;!-- the game --&amp;gt;&lt;br /&gt;
* [[VoidExpanse/Ships|Ships]]&lt;br /&gt;
* [[VoidExpanse/Weapons|Weapons]]&lt;br /&gt;
* [[VoidExpanse/Equipment|Equipment]]&lt;br /&gt;
* [[VoidExpanse/Topics|NPCs and topics]]&lt;br /&gt;
* [[VoidExpanse/Holodeck|Holodeck]]&lt;br /&gt;
* [[VoidExpanse/Ore|Ore]]&lt;br /&gt;
* [[VoidExpanse/Goods|Goods]]&lt;br /&gt;
* [[VoidExpanse/Objects|Alien Relics &amp;amp; Body Parts]]&lt;br /&gt;
| &amp;lt;!-- modding --&amp;gt;&lt;br /&gt;
* [[VoidExpanse/installing_mods|How to install mods?]]&lt;br /&gt;
* [[VoidExpanse/mod_uploader|Steam Mod Uploader]]&lt;br /&gt;
* [[VoidExpanse/modding|Modding]]&lt;br /&gt;
* [[VoidExpanse/scripting_api|Scripting]]&lt;br /&gt;
* [[VoidExpanse/localization|Localization and Translation]]&lt;br /&gt;
| &amp;lt;!-- tutorials --&amp;gt;&lt;br /&gt;
* [[VoidExpanse/updating_the_game|How to update the game?]]&lt;br /&gt;
* [[VoidExpanse/Server_setup|Server setup]]&lt;br /&gt;
* [[VoidExpanse/SteamCMD|SteamCMD Linux setup]]&lt;br /&gt;
* [[VoidExpanse/Server_commands|Server commands]]&lt;br /&gt;
* [[VoidExpanse/Troubleshooting|Troubleshooting]]&lt;br /&gt;
* [[VoidExpanse/Linux_Compatibility|Running on Linux]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= [[Dinocide]] Wiki =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:40%&amp;quot; | Get the game&lt;br /&gt;
! style=&amp;quot;width:30%&amp;quot; | The game&lt;br /&gt;
! style=&amp;quot;width:30%&amp;quot; | Game content&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;!-- get the game --&amp;gt;&lt;br /&gt;
[[File:DinocideBanner.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
[[Dinocide]] is currently in development. You can find all information about the game on the website.&lt;br /&gt;
* [http://dinocide.com Dinocide website]&lt;br /&gt;
* [http://dinocide.com/Pages/Dinocide-Download-Demo-Version Download Dinocide Demo]&lt;br /&gt;
| &amp;lt;!-- the game --&amp;gt;&lt;br /&gt;
* [[Dinocide/Tactics|Tactics]]&lt;br /&gt;
* [[Dinocide/World map|World map]]&lt;br /&gt;
* [[Dinocide/Bosses|Bosses]]&lt;br /&gt;
| &amp;lt;!-- content --&amp;gt;&lt;br /&gt;
* [[Dinocide/Dinosaurs|Dinosaurs]]&lt;br /&gt;
* [[Dinocide/Weapons|Weapons]]&lt;br /&gt;
* [[Dinocide/Items|Items]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Editing wiki ==&lt;br /&gt;
* [[:Category:Templates|List of templates]]&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=Main_Page&amp;diff=751</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=Main_Page&amp;diff=751"/>
		<updated>2015-12-08T08:13:40Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AtomicTorchStudioLogoTransparent.png]]&amp;lt;br&amp;gt;Welcome to &#039;&#039;&#039;AtomicTorch Studio&#039;&#039;&#039; wiki!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Links:&#039;&#039;&#039;&lt;br /&gt;
* [http://atomictorch.com AtomicTorch Studio portal] (&#039;&#039;&#039;website&#039;&#039;&#039; and developer&#039;s &#039;&#039;&#039;blog&#039;&#039;&#039;)&lt;br /&gt;
* [http://forums.atomictorch.com Forums] (official forms)&lt;br /&gt;
* [http://atomictorch.com/Store Store] (official store)&lt;br /&gt;
&lt;br /&gt;
This wiki is work in progress and is in no way complete. We are only starting adding content here, for now mostly for our own reference. But if you would like to help - feel free to create an account. Any help with adding additional materials or organizing what&#039;s already here is appreciated!&lt;br /&gt;
&lt;br /&gt;
= [[VoidExpanse]] Wiki =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:28%&amp;quot; | Get the game&lt;br /&gt;
! style=&amp;quot;width:24%&amp;quot; | The game&lt;br /&gt;
! style=&amp;quot;width:24%&amp;quot; | Modding&lt;br /&gt;
! style=&amp;quot;width:24%&amp;quot; | Tutorials&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;!-- get the game --&amp;gt;&lt;br /&gt;
[[File:VoidExpanseBanner.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
You can find additional information about [[VoidExpanse]] on the official website.&lt;br /&gt;
* [http://voidexpanse.com VoidExpanse website]&lt;br /&gt;
| &amp;lt;!-- the game --&amp;gt;&lt;br /&gt;
* [[VoidExpanse/Ships|Ships]]&lt;br /&gt;
* [[VoidExpanse/Weapons|Weapons]]&lt;br /&gt;
* [[VoidExpanse/Equipment|Equipment]]&lt;br /&gt;
* [[VoidExpanse/Topics|NPCs and topics]]&lt;br /&gt;
* [[VoidExpanse/Holodeck|Holodeck]]&lt;br /&gt;
* [[VoidExpanse/Ore|Ore]]&lt;br /&gt;
* [[VoidExpanse/Goods|Goods]]&lt;br /&gt;
* [[VoidExpanse/Objects|Alien Relics &amp;amp; Body Parts]]&lt;br /&gt;
| &amp;lt;!-- modding --&amp;gt;&lt;br /&gt;
* [[VoidExpanse/installing_mods|How to install mods?]]&lt;br /&gt;
* [[VoidExpanse/mod_uploader|Steam Mod Uploader]]&lt;br /&gt;
* [[VoidExpanse/modding|Modding]]&lt;br /&gt;
* [[VoidExpanse/scripting_api|Scripting]]&lt;br /&gt;
* [[VoidExpanse/localization|Localization and Translation]]&lt;br /&gt;
| &amp;lt;!-- tutorials --&amp;gt;&lt;br /&gt;
* [[VoidExpanse/updating_the_game|How to update the game?]]&lt;br /&gt;
* [[VoidExpanse/Server_setup|Server setup]]&lt;br /&gt;
* [[VoidExpanse/SteamCMD|SteamCMD Linux setup]]&lt;br /&gt;
* [[VoidExpanse/Server_commands|Server commands]]&lt;br /&gt;
* [[VoidExpanse/Troubleshooting|Troubleshooting]]&lt;br /&gt;
* [[VoidExpanse/Linux_Compatibility|Running on Linux]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= [[Dinocide]] Wiki =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:40%&amp;quot; | Get the game&lt;br /&gt;
! style=&amp;quot;width:30%&amp;quot; | The game&lt;br /&gt;
! style=&amp;quot;width:30%&amp;quot; | Game content&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;!-- get the game --&amp;gt;&lt;br /&gt;
[[File:DinocideBanner.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
[[Dinocide]] is currently in development. You can find all information about the game on the website.&lt;br /&gt;
* [http://dinocide.com Dinocide website]&lt;br /&gt;
* [http://dinocide.com/Pages/Dinocide-Download-Demo-Version Download Dinocide Demo]&lt;br /&gt;
| &amp;lt;!-- the game --&amp;gt;&lt;br /&gt;
* [[Dinocide/Tactics|Tactics]]&lt;br /&gt;
* [[Dinocide/World map|World map]]&lt;br /&gt;
* [[Dinocide/Bosses|Bosses]]&lt;br /&gt;
| &amp;lt;!-- content --&amp;gt;&lt;br /&gt;
* [[Dinocide/Dinosaurs|Dinosaurs]]&lt;br /&gt;
* [[Dinocide/Weapons|Weapons]]&lt;br /&gt;
* [[Dinocide/Items|Items]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Editing wiki ==&lt;br /&gt;
* [[:Category:Templates|List of templates]]&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=Main_Page&amp;diff=750</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=Main_Page&amp;diff=750"/>
		<updated>2015-12-08T08:13:26Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AtomicTorchStudioLogoTransparent.png]]&amp;lt;br&amp;gt;Welcome to &#039;&#039;&#039;AtomicTorch Studio&#039;&#039;&#039; wiki!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Links:&#039;&#039;&#039;&lt;br /&gt;
* [http://atomictorch.com AtomicTorch Studio portal] (&#039;&#039;&#039;website&#039;&#039;&#039; and developer&#039;s &#039;&#039;&#039;blog&#039;&#039;&#039;)&lt;br /&gt;
* [http://forums.atomictorch.com Forums] (official forms)&lt;br /&gt;
* [https://atomictorch.com/Store Store] (official store)&lt;br /&gt;
&lt;br /&gt;
This wiki is work in progress and is in no way complete. We are only starting adding content here, for now mostly for our own reference. But if you would like to help - feel free to create an account. Any help with adding additional materials or organizing what&#039;s already here is appreciated!&lt;br /&gt;
&lt;br /&gt;
= [[VoidExpanse]] Wiki =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:28%&amp;quot; | Get the game&lt;br /&gt;
! style=&amp;quot;width:24%&amp;quot; | The game&lt;br /&gt;
! style=&amp;quot;width:24%&amp;quot; | Modding&lt;br /&gt;
! style=&amp;quot;width:24%&amp;quot; | Tutorials&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;!-- get the game --&amp;gt;&lt;br /&gt;
[[File:VoidExpanseBanner.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
You can find additional information about [[VoidExpanse]] on the official website.&lt;br /&gt;
* [http://voidexpanse.com VoidExpanse website]&lt;br /&gt;
| &amp;lt;!-- the game --&amp;gt;&lt;br /&gt;
* [[VoidExpanse/Ships|Ships]]&lt;br /&gt;
* [[VoidExpanse/Weapons|Weapons]]&lt;br /&gt;
* [[VoidExpanse/Equipment|Equipment]]&lt;br /&gt;
* [[VoidExpanse/Topics|NPCs and topics]]&lt;br /&gt;
* [[VoidExpanse/Holodeck|Holodeck]]&lt;br /&gt;
* [[VoidExpanse/Ore|Ore]]&lt;br /&gt;
* [[VoidExpanse/Goods|Goods]]&lt;br /&gt;
* [[VoidExpanse/Objects|Alien Relics &amp;amp; Body Parts]]&lt;br /&gt;
| &amp;lt;!-- modding --&amp;gt;&lt;br /&gt;
* [[VoidExpanse/installing_mods|How to install mods?]]&lt;br /&gt;
* [[VoidExpanse/mod_uploader|Steam Mod Uploader]]&lt;br /&gt;
* [[VoidExpanse/modding|Modding]]&lt;br /&gt;
* [[VoidExpanse/scripting_api|Scripting]]&lt;br /&gt;
* [[VoidExpanse/localization|Localization and Translation]]&lt;br /&gt;
| &amp;lt;!-- tutorials --&amp;gt;&lt;br /&gt;
* [[VoidExpanse/updating_the_game|How to update the game?]]&lt;br /&gt;
* [[VoidExpanse/Server_setup|Server setup]]&lt;br /&gt;
* [[VoidExpanse/SteamCMD|SteamCMD Linux setup]]&lt;br /&gt;
* [[VoidExpanse/Server_commands|Server commands]]&lt;br /&gt;
* [[VoidExpanse/Troubleshooting|Troubleshooting]]&lt;br /&gt;
* [[VoidExpanse/Linux_Compatibility|Running on Linux]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= [[Dinocide]] Wiki =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:40%&amp;quot; | Get the game&lt;br /&gt;
! style=&amp;quot;width:30%&amp;quot; | The game&lt;br /&gt;
! style=&amp;quot;width:30%&amp;quot; | Game content&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;!-- get the game --&amp;gt;&lt;br /&gt;
[[File:DinocideBanner.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
[[Dinocide]] is currently in development. You can find all information about the game on the website.&lt;br /&gt;
* [http://dinocide.com Dinocide website]&lt;br /&gt;
* [http://dinocide.com/Pages/Dinocide-Download-Demo-Version Download Dinocide Demo]&lt;br /&gt;
| &amp;lt;!-- the game --&amp;gt;&lt;br /&gt;
* [[Dinocide/Tactics|Tactics]]&lt;br /&gt;
* [[Dinocide/World map|World map]]&lt;br /&gt;
* [[Dinocide/Bosses|Bosses]]&lt;br /&gt;
| &amp;lt;!-- content --&amp;gt;&lt;br /&gt;
* [[Dinocide/Dinosaurs|Dinosaurs]]&lt;br /&gt;
* [[Dinocide/Weapons|Weapons]]&lt;br /&gt;
* [[Dinocide/Items|Items]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Editing wiki ==&lt;br /&gt;
* [[:Category:Templates|List of templates]]&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=Main_Page&amp;diff=749</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=Main_Page&amp;diff=749"/>
		<updated>2015-12-08T08:11:21Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AtomicTorchStudioLogoTransparent.png]]&amp;lt;br&amp;gt;Welcome to &#039;&#039;&#039;AtomicTorch Studio&#039;&#039;&#039; wiki!&lt;br /&gt;
&lt;br /&gt;
You can also visit official AtomicTorch Studio &#039;&#039;&#039;website&#039;&#039;&#039; and developer&#039;s &#039;&#039;&#039;blog&#039;&#039;&#039;: [http://atomictorch.com AtomicTorch Studio portal]&lt;br /&gt;
&lt;br /&gt;
And don&#039;t forget to join the &#039;&#039;&#039;forums&#039;&#039;&#039;: [http://forums.atomictorch.com Forums]&lt;br /&gt;
&lt;br /&gt;
This wiki is work in progress and is in no way complete. We are only starting adding content here, for now mostly for our own reference. But if you would like to help - feel free to create an account. Any help with adding additional materials or organizing what&#039;s already here is appreciated!&lt;br /&gt;
&lt;br /&gt;
= [[VoidExpanse]] Wiki =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:28%&amp;quot; | Get the game&lt;br /&gt;
! style=&amp;quot;width:24%&amp;quot; | The game&lt;br /&gt;
! style=&amp;quot;width:24%&amp;quot; | Modding&lt;br /&gt;
! style=&amp;quot;width:24%&amp;quot; | Tutorials&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;!-- get the game --&amp;gt;&lt;br /&gt;
[[File:VoidExpanseBanner.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
You can find additional information about [[VoidExpanse]] on the official website.&lt;br /&gt;
* [http://voidexpanse.com VoidExpanse website]&lt;br /&gt;
| &amp;lt;!-- the game --&amp;gt;&lt;br /&gt;
* [[VoidExpanse/Ships|Ships]]&lt;br /&gt;
* [[VoidExpanse/Weapons|Weapons]]&lt;br /&gt;
* [[VoidExpanse/Equipment|Equipment]]&lt;br /&gt;
* [[VoidExpanse/Topics|NPCs and topics]]&lt;br /&gt;
* [[VoidExpanse/Holodeck|Holodeck]]&lt;br /&gt;
* [[VoidExpanse/Ore|Ore]]&lt;br /&gt;
* [[VoidExpanse/Goods|Goods]]&lt;br /&gt;
* [[VoidExpanse/Objects|Alien Relics &amp;amp; Body Parts]]&lt;br /&gt;
| &amp;lt;!-- modding --&amp;gt;&lt;br /&gt;
* [[VoidExpanse/installing_mods|How to install mods?]]&lt;br /&gt;
* [[VoidExpanse/mod_uploader|Steam Mod Uploader]]&lt;br /&gt;
* [[VoidExpanse/modding|Modding]]&lt;br /&gt;
* [[VoidExpanse/scripting_api|Scripting]]&lt;br /&gt;
* [[VoidExpanse/localization|Localization and Translation]]&lt;br /&gt;
| &amp;lt;!-- tutorials --&amp;gt;&lt;br /&gt;
* [[VoidExpanse/updating_the_game|How to update the game?]]&lt;br /&gt;
* [[VoidExpanse/Server_setup|Server setup]]&lt;br /&gt;
* [[VoidExpanse/SteamCMD|SteamCMD Linux setup]]&lt;br /&gt;
* [[VoidExpanse/Server_commands|Server commands]]&lt;br /&gt;
* [[VoidExpanse/Troubleshooting|Troubleshooting]]&lt;br /&gt;
* [[VoidExpanse/Linux_Compatibility|Running on Linux]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= [[Dinocide]] Wiki =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:40%&amp;quot; | Get the game&lt;br /&gt;
! style=&amp;quot;width:30%&amp;quot; | The game&lt;br /&gt;
! style=&amp;quot;width:30%&amp;quot; | Game content&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;!-- get the game --&amp;gt;&lt;br /&gt;
[[File:DinocideBanner.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
[[Dinocide]] is currently in development. You can find all information about the game on the website.&lt;br /&gt;
* [http://dinocide.com Dinocide website]&lt;br /&gt;
* [http://dinocide.com/Pages/Dinocide-Download-Demo-Version Download Dinocide Demo]&lt;br /&gt;
| &amp;lt;!-- the game --&amp;gt;&lt;br /&gt;
* [[Dinocide/Tactics|Tactics]]&lt;br /&gt;
* [[Dinocide/World map|World map]]&lt;br /&gt;
* [[Dinocide/Bosses|Bosses]]&lt;br /&gt;
| &amp;lt;!-- content --&amp;gt;&lt;br /&gt;
* [[Dinocide/Dinosaurs|Dinosaurs]]&lt;br /&gt;
* [[Dinocide/Weapons|Weapons]]&lt;br /&gt;
* [[Dinocide/Items|Items]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Editing wiki ==&lt;br /&gt;
* [[:Category:Templates|List of templates]]&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=Main_Page&amp;diff=748</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=Main_Page&amp;diff=748"/>
		<updated>2015-12-08T08:10:12Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: /* Dinocide Wiki */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AtomicTorchStudioLogoTransparent.png]]&amp;lt;br&amp;gt;Welcome to &#039;&#039;&#039;AtomicTorch Studio&#039;&#039;&#039; wiki!&lt;br /&gt;
&lt;br /&gt;
You can also visit official AtomicTorch Studio &#039;&#039;&#039;website&#039;&#039;&#039; and developer&#039;s &#039;&#039;&#039;blog&#039;&#039;&#039;: [http://atomictorch.com AtomicTorch Studio portal]&lt;br /&gt;
&lt;br /&gt;
This wiki is work in progress and is in no way complete. We are only starting adding content here, for now mostly for our own reference. But if you would like to help - feel free to create an account. Any help with adding additional materials or organizing what&#039;s already here is appreciated!&lt;br /&gt;
&lt;br /&gt;
= [[VoidExpanse]] Wiki =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:28%&amp;quot; | Get the game&lt;br /&gt;
! style=&amp;quot;width:24%&amp;quot; | The game&lt;br /&gt;
! style=&amp;quot;width:24%&amp;quot; | Modding&lt;br /&gt;
! style=&amp;quot;width:24%&amp;quot; | Tutorials&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;!-- get the game --&amp;gt;&lt;br /&gt;
[[File:VoidExpanseBanner.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
You can find additional information about [[VoidExpanse]] on the official website.&lt;br /&gt;
* [http://voidexpanse.com VoidExpanse website]&lt;br /&gt;
* [http://forums.atomictorch.com Forums]&lt;br /&gt;
| &amp;lt;!-- the game --&amp;gt;&lt;br /&gt;
* [[VoidExpanse/Ships|Ships]]&lt;br /&gt;
* [[VoidExpanse/Weapons|Weapons]]&lt;br /&gt;
* [[VoidExpanse/Equipment|Equipment]]&lt;br /&gt;
* [[VoidExpanse/Topics|NPCs and topics]]&lt;br /&gt;
* [[VoidExpanse/Holodeck|Holodeck]]&lt;br /&gt;
* [[VoidExpanse/Ore|Ore]]&lt;br /&gt;
* [[VoidExpanse/Goods|Goods]]&lt;br /&gt;
* [[VoidExpanse/Objects|Alien Relics &amp;amp; Body Parts]]&lt;br /&gt;
| &amp;lt;!-- modding --&amp;gt;&lt;br /&gt;
* [[VoidExpanse/installing_mods|How to install mods?]]&lt;br /&gt;
* [[VoidExpanse/mod_uploader|Steam Mod Uploader]]&lt;br /&gt;
* [[VoidExpanse/modding|Modding]]&lt;br /&gt;
* [[VoidExpanse/scripting_api|Scripting]]&lt;br /&gt;
* [[VoidExpanse/localization|Localization and Translation]]&lt;br /&gt;
| &amp;lt;!-- tutorials --&amp;gt;&lt;br /&gt;
* [[VoidExpanse/updating_the_game|How to update the game?]]&lt;br /&gt;
* [[VoidExpanse/Server_setup|Server setup]]&lt;br /&gt;
* [[VoidExpanse/SteamCMD|SteamCMD Linux setup]]&lt;br /&gt;
* [[VoidExpanse/Server_commands|Server commands]]&lt;br /&gt;
* [[VoidExpanse/Troubleshooting|Troubleshooting]]&lt;br /&gt;
* [[VoidExpanse/Linux_Compatibility|Running on Linux]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= [[Dinocide]] Wiki =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:40%&amp;quot; | Get the game&lt;br /&gt;
! style=&amp;quot;width:30%&amp;quot; | The game&lt;br /&gt;
! style=&amp;quot;width:30%&amp;quot; | Game content&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;!-- get the game --&amp;gt;&lt;br /&gt;
[[File:DinocideBanner.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
[[Dinocide]] is currently in development. You can find all information about the game on the website.&lt;br /&gt;
* [http://dinocide.com Dinocide website]&lt;br /&gt;
* [http://forums.atomictorch.com Forums]&lt;br /&gt;
* [http://dinocide.com/Pages/Dinocide-Download-Demo-Version Download Dinocide Demo]&lt;br /&gt;
| &amp;lt;!-- the game --&amp;gt;&lt;br /&gt;
* [[Dinocide/Tactics|Tactics]]&lt;br /&gt;
* [[Dinocide/World map|World map]]&lt;br /&gt;
* [[Dinocide/Bosses|Bosses]]&lt;br /&gt;
| &amp;lt;!-- content --&amp;gt;&lt;br /&gt;
* [[Dinocide/Dinosaurs|Dinosaurs]]&lt;br /&gt;
* [[Dinocide/Weapons|Weapons]]&lt;br /&gt;
* [[Dinocide/Items|Items]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Editing wiki ==&lt;br /&gt;
* [[:Category:Templates|List of templates]]&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=Main_Page&amp;diff=747</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=Main_Page&amp;diff=747"/>
		<updated>2015-12-08T08:07:13Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AtomicTorchStudioLogoTransparent.png]]&amp;lt;br&amp;gt;Welcome to &#039;&#039;&#039;AtomicTorch Studio&#039;&#039;&#039; wiki!&lt;br /&gt;
&lt;br /&gt;
You can also visit official AtomicTorch Studio &#039;&#039;&#039;website&#039;&#039;&#039; and developer&#039;s &#039;&#039;&#039;blog&#039;&#039;&#039;: [http://atomictorch.com AtomicTorch Studio portal]&lt;br /&gt;
&lt;br /&gt;
This wiki is work in progress and is in no way complete. We are only starting adding content here, for now mostly for our own reference. But if you would like to help - feel free to create an account. Any help with adding additional materials or organizing what&#039;s already here is appreciated!&lt;br /&gt;
&lt;br /&gt;
= [[VoidExpanse]] Wiki =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:28%&amp;quot; | Get the game&lt;br /&gt;
! style=&amp;quot;width:24%&amp;quot; | The game&lt;br /&gt;
! style=&amp;quot;width:24%&amp;quot; | Modding&lt;br /&gt;
! style=&amp;quot;width:24%&amp;quot; | Tutorials&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;!-- get the game --&amp;gt;&lt;br /&gt;
[[File:VoidExpanseBanner.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
You can find additional information about [[VoidExpanse]] on the official website.&lt;br /&gt;
* [http://voidexpanse.com VoidExpanse website]&lt;br /&gt;
* [http://forums.atomictorch.com Forums]&lt;br /&gt;
| &amp;lt;!-- the game --&amp;gt;&lt;br /&gt;
* [[VoidExpanse/Ships|Ships]]&lt;br /&gt;
* [[VoidExpanse/Weapons|Weapons]]&lt;br /&gt;
* [[VoidExpanse/Equipment|Equipment]]&lt;br /&gt;
* [[VoidExpanse/Topics|NPCs and topics]]&lt;br /&gt;
* [[VoidExpanse/Holodeck|Holodeck]]&lt;br /&gt;
* [[VoidExpanse/Ore|Ore]]&lt;br /&gt;
* [[VoidExpanse/Goods|Goods]]&lt;br /&gt;
* [[VoidExpanse/Objects|Alien Relics &amp;amp; Body Parts]]&lt;br /&gt;
| &amp;lt;!-- modding --&amp;gt;&lt;br /&gt;
* [[VoidExpanse/installing_mods|How to install mods?]]&lt;br /&gt;
* [[VoidExpanse/mod_uploader|Steam Mod Uploader]]&lt;br /&gt;
* [[VoidExpanse/modding|Modding]]&lt;br /&gt;
* [[VoidExpanse/scripting_api|Scripting]]&lt;br /&gt;
* [[VoidExpanse/localization|Localization and Translation]]&lt;br /&gt;
| &amp;lt;!-- tutorials --&amp;gt;&lt;br /&gt;
* [[VoidExpanse/updating_the_game|How to update the game?]]&lt;br /&gt;
* [[VoidExpanse/Server_setup|Server setup]]&lt;br /&gt;
* [[VoidExpanse/SteamCMD|SteamCMD Linux setup]]&lt;br /&gt;
* [[VoidExpanse/Server_commands|Server commands]]&lt;br /&gt;
* [[VoidExpanse/Troubleshooting|Troubleshooting]]&lt;br /&gt;
* [[VoidExpanse/Linux_Compatibility|Running on Linux]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= [[Dinocide]] Wiki =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:40%&amp;quot; | Get the game&lt;br /&gt;
! style=&amp;quot;width:30%&amp;quot; | The game&lt;br /&gt;
! style=&amp;quot;width:30%&amp;quot; | Game content&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;!-- get the game --&amp;gt;&lt;br /&gt;
[[File:DinocideBanner.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
[[Dinocide]] is currently in development. You can find all information about the game on the website.&lt;br /&gt;
* [http://dinocide.com Dinocide website]&lt;br /&gt;
* [http://forums.atomictorch.com Forums]&lt;br /&gt;
| &amp;lt;!-- the game --&amp;gt;&lt;br /&gt;
* [[Dinocide/Tactics|Tactics]]&lt;br /&gt;
* [[Dinocide/World map|World map]]&lt;br /&gt;
* [[Dinocide/Bosses|Bosses]]&lt;br /&gt;
| &amp;lt;!-- content --&amp;gt;&lt;br /&gt;
* [[Dinocide/Dinosaurs|Dinosaurs]]&lt;br /&gt;
* [[Dinocide/Weapons|Weapons]]&lt;br /&gt;
* [[Dinocide/Items|Items]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Editing wiki ==&lt;br /&gt;
* [[:Category:Templates|List of templates]]&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=VoidExpanse/Server_setup&amp;diff=717</id>
		<title>VoidExpanse/Server setup</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=VoidExpanse/Server_setup&amp;diff=717"/>
		<updated>2015-10-20T06:32:02Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Multiplayer server setup =&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
To launch a multiplayer server on any system, your system needs to meet following requirements:&lt;br /&gt;
* .NET or Mono, compatible with .NET Framework 4.0&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
==== How to host your own server: ====&lt;br /&gt;
* (1) The server is located in the game folder: &amp;quot;Server_dotNET&amp;quot; for Windows or &amp;quot;Server_Mono&amp;quot; for Linux/OSX.&lt;br /&gt;
* (2) Start the server executable first time with &amp;quot;--dedicated&amp;quot; flag (without quotes).&lt;br /&gt;
* (3) Enter &amp;quot;check&amp;quot; into the server console and press Enter key. It will detect that configuration is missing and create the &amp;quot;SettingsServer.xml&amp;quot; and &amp;quot;ModsConfig.xml&amp;quot; files.&lt;br /&gt;
* (4) Enter &amp;quot;stop&amp;quot; and press enter. The server will stop and quit.&lt;br /&gt;
* (5) Now you need to modify &amp;quot;SettingsServer.xml&amp;quot; to set unique server name, make it private if needed, set other settings, etc...&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;SettingsServer.xml&#039;&#039;, &#039;&#039;&#039;do not modify misc and network parts&#039;&#039;&#039;! It may cause malfunction if something is set in a way it is not intended to be.&lt;br /&gt;
&lt;br /&gt;
You may, however, modify &amp;lt;server&amp;gt; part on your own risk. There you can setup some server configurations that would affect gameplay.&lt;br /&gt;
&lt;br /&gt;
==== Additionally if you want to add mods to your server: ====&lt;br /&gt;
* (6) Create a subfolder &amp;quot;Mods&amp;quot; in the server folder and place your mods there (&amp;quot;*.MPK&amp;quot; files).&lt;br /&gt;
* (7) Edit &amp;quot;ModsConfig.xml&amp;quot; file and add entries for the new mods. IMPORTANT! Please set any version to the mod definition here, it will be automatically fixed with the proper version from the mod header.&lt;br /&gt;
&lt;br /&gt;
For example, if you want to add single mod &amp;quot;HereticMk2.mpk&amp;quot;, your ModsConfig.xml should look like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;utf-8&amp;quot; standalone=&amp;quot;yes&amp;quot;?&amp;gt;&lt;br /&gt;
&amp;lt;mods&amp;gt;&lt;br /&gt;
  &amp;lt;mod&amp;gt;core_1.0.0&amp;lt;/mod&amp;gt;&lt;br /&gt;
  &amp;lt;mod&amp;gt;HereticMk2_1.0.1&amp;lt;/mod&amp;gt;&lt;br /&gt;
&amp;lt;/mods&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you do not wish to add mods, please disregard points 6 and 7.&lt;br /&gt;
&lt;br /&gt;
==== Starting the server: ====&lt;br /&gt;
* (8) Start the server executable with &amp;quot;--dedicated&amp;quot; flag (without quotes).&lt;br /&gt;
* (9) Enter &amp;quot;new&amp;quot; to the server console and press Enter key to create a new world.&lt;br /&gt;
* (10) Stop your server by typing &amp;quot;stop&amp;quot; and pressing Enter key any time (it will save world before stopping).&lt;br /&gt;
* (11) Load your saved world by typing &amp;quot;load&amp;quot; when you want to start the server next time.&lt;br /&gt;
&lt;br /&gt;
==== Starting your server automatically: ==== &lt;br /&gt;
&lt;br /&gt;
If you want to make an auto-launch script to automatically load the world, it should look like this&lt;br /&gt;
&amp;lt;pre&amp;gt;VoidExpanse.Server.exe --dedicated load&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Extra NOTES for Linux / OSX: ====&lt;br /&gt;
&lt;br /&gt;
You need to use &amp;quot;Server_Mono&amp;quot;. If you have pre-installed Mono 4 (complete version) in your OS, you could run directly &amp;quot;mono VoidExpanse.ServerMono.exe&amp;quot; otherwise you need to execute appropriate bundle-executable:&amp;lt;pre&amp;gt;&lt;br /&gt;
Linux 32-bit: &amp;quot;.\VoidExpanse.ServerMono.Bootstrapper.Bundle.Linux32 --dedicated&amp;quot;&lt;br /&gt;
Linux 64-bit: &amp;quot;.\VoidExpanse.ServerMono.Bootstrapper.Bundle.Linux64 --dedicated&amp;quot; &lt;br /&gt;
OS X: &amp;quot;.\VoidExpanse.ServerMono.Bootstrapper.Bundle.Mac --dedicated&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Whitelist, blacklist ==&lt;br /&gt;
To enable whitelist, you need to follow the following procedure:&lt;br /&gt;
* Be sure, that white_list_enabled in SettingsServer.xml is set to 1.&lt;br /&gt;
* Create a file &amp;quot;whitelist.txt&amp;quot; next to the server executable file, and add there names of player you want to play on your server, one name on one line:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Portoss&lt;br /&gt;
Zegrr&lt;br /&gt;
Terrinaa&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this steps are done, only players listed in whitelist.txt will be able to connect to your server.&lt;br /&gt;
&lt;br /&gt;
To enable blacklist, just create a file &amp;quot;blacklist.txt&amp;quot; next to game executable, and add there names of player, which you don&#039;t want to play with. Rules are the same - one name per one line. Blacklists are always enabled, so there&#039;s no need to change SettingsServer.xml&lt;br /&gt;
&lt;br /&gt;
== Server commands ==&lt;br /&gt;
You can find full list of server commands at [[VoidExpanse/Server_commands|Server commands]]&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=File:VoidExpanse_Blender_Export.jpg&amp;diff=716</id>
		<title>File:VoidExpanse Blender Export.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=File:VoidExpanse_Blender_Export.jpg&amp;diff=716"/>
		<updated>2015-10-14T04:33:10Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=VoidExpanse/Adding_Ships&amp;diff=715</id>
		<title>VoidExpanse/Adding Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=VoidExpanse/Adding_Ships&amp;diff=715"/>
		<updated>2015-10-14T04:32:41Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Draft}}&lt;br /&gt;
&lt;br /&gt;
The easiest way to get a feel for modifying the available hulls within the game, is to look at the core game files and use them as examples/templates.&lt;br /&gt;
&lt;br /&gt;
== Core Game Mod ==&lt;br /&gt;
The game is designed to incorporate mods easily, and the single-player/main game is designed as a standard mod that is loaded by default. &lt;br /&gt;
In the main VoidExpanse directory, there is a &#039;&#039;ModsConfig.xml&#039;&#039; file, which looks something like this...&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;utf-8&amp;quot; standalone=&amp;quot;yes&amp;quot;?&amp;gt;&lt;br /&gt;
  &amp;lt;mods&amp;gt;&lt;br /&gt;
  &amp;lt;mod&amp;gt;core_0.1.0&amp;lt;/mod&amp;gt;&lt;br /&gt;
  &amp;lt;/mods&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You need to edit this file to include each mod you wish to add to your game, which I&#039;ll explain below. &lt;br /&gt;
&lt;br /&gt;
Notice the only mod it loads by default is &#039;&#039;core_0.1.0&#039;&#039;; You can find this mod in your VoidExpanse main folder under /Mods/core.cpk&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Core.cpk&#039;&#039; includes all of the basic game files, such as hulls, weapons, and devices, but also includes AI behavior and basic game scripts.&lt;br /&gt;
The game package also provides two example &#039;mods&#039; in the /Mods/ directory, but these are listed as .mpk files (&#039;&#039;devmod.mpk&#039;&#039; &amp;amp; &#039;&#039;masacre.mpk&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Both of these mod/pack files (.cpk and .mpk) are basically .zip files that contain the game information&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Open the Core.cpk file as you would a .zip file, and you&#039;ll see two folders, plus a &#039;&#039;headers.xml&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your headers.xml file should look like this, straight out of core.cpk...&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;utf-8&amp;quot;?&amp;gt;&lt;br /&gt;
  &amp;lt;root&amp;gt;&lt;br /&gt;
  &amp;lt;id&amp;gt;core&amp;lt;/id&amp;gt;&lt;br /&gt;
  &amp;lt;title&amp;gt;Core Game Data&amp;lt;/title&amp;gt;&lt;br /&gt;
  &amp;lt;author&amp;gt;AtomicTorch Studio&amp;lt;/author&amp;gt;&lt;br /&gt;
  &amp;lt;description&amp;gt;Base mod for VoidExpanse. Contains all required game data to play the game.&amp;lt;/description&amp;gt;&lt;br /&gt;
  &amp;lt;version&amp;gt;0.1.0&amp;lt;/version&amp;gt;&lt;br /&gt;
  &amp;lt;updated&amp;gt;20.08.2013&amp;lt;/updated&amp;gt;&lt;br /&gt;
  &amp;lt;modtype&amp;gt;2&amp;lt;/modtype&amp;gt; &amp;lt;!-- 1 - server, 2 - client-server, 3 - client --&amp;gt;&lt;br /&gt;
  &amp;lt;/root&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make a copy of that &#039;&#039;headers.xml&#039;&#039; file, but don&#039;t change the name.&lt;br /&gt;
Now make a basic compressed file, let&#039;s say called &#039;&#039;testmod.mpk&#039;&#039; and edit your copy of headers.xml...&lt;br /&gt;
The only important thing to change is the ID, which should match your .mpk filename. So, for this example it should look like this:&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;utf-8&amp;quot;?&amp;gt;&lt;br /&gt;
  &amp;lt;root&amp;gt;&lt;br /&gt;
  &#039;&#039;&#039;&amp;lt;id&amp;gt;testmod&amp;lt;/id&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
  &amp;lt;title&amp;gt;Core Game Data&amp;lt;/title&amp;gt;&lt;br /&gt;
  &amp;lt;author&amp;gt;AtomicTorch Studio&amp;lt;/author&amp;gt;&lt;br /&gt;
  &amp;lt;description&amp;gt;Base mod for VoidExpanse. Contains all required game data to play the game.&amp;lt;/description&amp;gt;&lt;br /&gt;
  &amp;lt;version&amp;gt;0.1.0&amp;lt;/version&amp;gt;&lt;br /&gt;
  &amp;lt;updated&amp;gt;20.08.2013&amp;lt;/updated&amp;gt;&lt;br /&gt;
  &amp;lt;modtype&amp;gt;2&amp;lt;/modtype&amp;gt; &amp;lt;!-- 1 - server, 2 - client-server, 3 - client --&amp;gt;&lt;br /&gt;
  &amp;lt;/root&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now, when you place your &#039;&#039;testmod.mpk&#039;&#039; file into the /Mods directory with the rest of the game files (core.cpk and the other .mpk files), it will load when you begin the game.&lt;br /&gt;
Right now, though, there is nothing inside the mod file to load!&lt;br /&gt;
&lt;br /&gt;
The final step is making sure the mod gets loaded.&lt;br /&gt;
Open up the &#039;&#039;ModsConfig.xml&#039;&#039; from the main game directory. We need that ID and VERSION here...&lt;br /&gt;
If my mod file was &#039;&#039;testmod.mpk&#039;&#039; and I left the &amp;lt;version&amp;gt; at 0.1.0, my &#039;&#039;ModsConfig.xml&#039;&#039; should look like this:&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;utf-8&amp;quot; standalone=&amp;quot;yes&amp;quot;?&amp;gt;&lt;br /&gt;
  &amp;lt;mods&amp;gt;&lt;br /&gt;
  &amp;lt;mod&amp;gt;core_0.1.0&amp;lt;/mod&amp;gt;&lt;br /&gt;
  &amp;lt;mod&amp;gt;testmod_0.1.0&amp;lt;/mod&amp;gt;&lt;br /&gt;
  &amp;lt;/mods&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget the underscore between the id/filename and the version info.&lt;br /&gt;
&lt;br /&gt;
Simple, right?&lt;br /&gt;
&lt;br /&gt;
== Actually Adding a Ship ==&lt;br /&gt;
&lt;br /&gt;
Now that you have an empty .mpk file (except for the &#039;&#039;headers.xml&#039;&#039;), you can start adding things like ships and weapons.&lt;br /&gt;
There are three basic requirements for adding a ship item to the game:&lt;br /&gt;
  1.Item Data&lt;br /&gt;
  2.Model Data&lt;br /&gt;
  3.Texture Data&lt;br /&gt;
If there was a 4th requirement, it might be the sound effects, but I&#039;m not sure. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The easiest way to begin is to make a copy of the starter shuttlecraft, since it costs nothing and is available immediately.&lt;br /&gt;
You can skip the last two(/three) requirements by just copying the basic Item Data file and making &#039;&#039;slight&#039;&#039; adjustments...&lt;br /&gt;
&lt;br /&gt;
Open up core.cpk and you&#039;ll see two directories: &#039;&#039;Data&#039;&#039; and &#039;&#039;Content&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For now, you just want &#039;&#039;Data&#039;&#039;...Go further, into &#039;&#039;/items&#039;&#039;, and you&#039;ll see the files for each usable item/cargo in the game. In this case, we want to just copy the &#039;&#039;hull_shuttle.xml&#039;&#039; file.&lt;br /&gt;
Copy it somewhere, and rename it to something else...For these purposes, it will be renamed to &#039;&#039;hull_skiff.xml&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After renaming it, open up the file and you&#039;ll see quite a bit of stuff in there. Ignore it all for now, and focus on the top bit...It should look something like this:&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;root&amp;gt;&lt;br /&gt;
  &amp;lt;header&amp;gt;&lt;br /&gt;
  &amp;lt;game_version&amp;gt;1.0.0&amp;lt;/game_version&amp;gt;&lt;br /&gt;
  &amp;lt;id&amp;gt;hull_shuttle&amp;lt;/id&amp;gt;&lt;br /&gt;
  &amp;lt;title&amp;gt;Civilian shuttle hull&amp;lt;/title&amp;gt;&lt;br /&gt;
  &amp;lt;description&amp;gt;It would probably be a good idea to get rid of this as soon as you can...&amp;lt;/description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The important thing here is to rename the &#039;&#039;&amp;lt;id&amp;gt;&#039;&#039; like we did before, when creating the mod file. In this case, my &#039;&#039;&amp;lt;id&amp;gt;&#039;&#039; line would look like this:&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;id&amp;gt;hull_skiff&amp;lt;/id&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And change the &amp;lt;title&amp;gt; to something else, so you can verify that it works later on&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;title&amp;gt;Civilian Skiff&amp;lt;/title&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Save that .xml file (&#039;&#039;hull_skiff.xml&#039;&#039;), and open up your mod file .mpk...&lt;br /&gt;
The game looks through your .mpk file the same way it looks through the core .cpk game files, so your new &#039;&#039;hull_skiff.xml&#039;&#039; needs to be placed in &#039;&#039;/data/items&#039;&#039; inside your mod file (the same file path where we got the original &#039;&#039;hull_shuttle.xml&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
So finally, if you kept the same naming conventions as I did here, you should have:&lt;br /&gt;
&lt;br /&gt;
  1. A compressed/zip file named &#039;&#039;testmod.mpk&#039;&#039;&lt;br /&gt;
  2. A modified &#039;&#039;headers.xml&#039;&#039; file inside &#039;&#039;testmod.mpk&#039;&#039;&lt;br /&gt;
  3. A modified ModsConfig.xml file that includes your mod&lt;br /&gt;
  4. A /data/items/hull_skiff.xml file inside your mod .mpk&lt;br /&gt;
&lt;br /&gt;
This should be enough for the game to register and load your new Civilian Skiff, which is almost identical to the starter shuttle...except for the name. But hey, everything is in the brand, right?&lt;br /&gt;
&lt;br /&gt;
[[VoidExpanse/Items_(Hull)|Check out the breakdown of the hull .xml file here]]&lt;br /&gt;
&lt;br /&gt;
== Adding custom models ==&lt;br /&gt;
You can use blender or any other 3D editing software to create and export ships for VoidExpanse.&lt;br /&gt;
&lt;br /&gt;
You can use the following export configuration in order for the ship to be properly displayed in the game.&lt;br /&gt;
&lt;br /&gt;
[[File:VoidExpanse_Blender_Export.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Useful things ==&lt;br /&gt;
To define physics for this ship you can use [[VoidExpanse/physics_adjuster|VE Physics Adjuster]].&lt;br /&gt;
&lt;br /&gt;
{{Modding}}&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=VoidExpanse/physics_adjuster&amp;diff=714</id>
		<title>VoidExpanse/physics adjuster</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=VoidExpanse/physics_adjuster&amp;diff=714"/>
		<updated>2015-09-04T06:05:00Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Description =&lt;br /&gt;
To create physics for a ship or any other physical object in the game you can use a special program called &amp;quot;VE Physics Adjuster&amp;quot;. This would allow you to define physical body for this object as well as other properties such as mass.&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
The program does not require installation and you can simply download it and extract to your desktop or any other location and then run.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download:&#039;&#039;&#039; [http://atomictorch.com/Files/PhysicsAdjuster.zip VE Physics Adjuster]&lt;br /&gt;
&lt;br /&gt;
= Other information =&lt;br /&gt;
You can also open .OBJ files by providing it&#039;s path as a launch parameter to the software &#039;&#039;VoidExpansePhysicsAdjuster.exe ModelName.obj&#039;&#039;, usually it is not necessary, but it could be useful to some advanced users.&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=VoidExpanse/Adding_Ships&amp;diff=708</id>
		<title>VoidExpanse/Adding Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=VoidExpanse/Adding_Ships&amp;diff=708"/>
		<updated>2015-08-27T05:59:52Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: /* Useful things */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Draft}}&lt;br /&gt;
&lt;br /&gt;
The easiest way to get a feel for modifying the available hulls within the game, is to look at the core game files and use them as examples/templates.&lt;br /&gt;
&lt;br /&gt;
== Core Game Mod ==&lt;br /&gt;
The game is designed to incorporate mods easily, and the single-player/main game is designed as a standard mod that is loaded by default. &lt;br /&gt;
In the main VoidExpanse directory, there is a &#039;&#039;ModsConfig.xml&#039;&#039; file, which looks something like this...&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;utf-8&amp;quot; standalone=&amp;quot;yes&amp;quot;?&amp;gt;&lt;br /&gt;
  &amp;lt;mods&amp;gt;&lt;br /&gt;
  &amp;lt;mod&amp;gt;core_0.1.0&amp;lt;/mod&amp;gt;&lt;br /&gt;
  &amp;lt;/mods&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You need to edit this file to include each mod you wish to add to your game, which I&#039;ll explain below. &lt;br /&gt;
&lt;br /&gt;
Notice the only mod it loads by default is &#039;&#039;core_0.1.0&#039;&#039;; You can find this mod in your VoidExpanse main folder under /Mods/core.cpk&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Core.cpk&#039;&#039; includes all of the basic game files, such as hulls, weapons, and devices, but also includes AI behavior and basic game scripts.&lt;br /&gt;
The game package also provides two example &#039;mods&#039; in the /Mods/ directory, but these are listed as .mpk files (&#039;&#039;devmod.mpk&#039;&#039; &amp;amp; &#039;&#039;masacre.mpk&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Both of these mod/pack files (.cpk and .mpk) are basically .zip files that contain the game information&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Open the Core.cpk file as you would a .zip file, and you&#039;ll see two folders, plus a &#039;&#039;headers.xml&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your headers.xml file should look like this, straight out of core.cpk...&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;utf-8&amp;quot;?&amp;gt;&lt;br /&gt;
  &amp;lt;root&amp;gt;&lt;br /&gt;
  &amp;lt;id&amp;gt;core&amp;lt;/id&amp;gt;&lt;br /&gt;
  &amp;lt;title&amp;gt;Core Game Data&amp;lt;/title&amp;gt;&lt;br /&gt;
  &amp;lt;author&amp;gt;AtomicTorch Studio&amp;lt;/author&amp;gt;&lt;br /&gt;
  &amp;lt;description&amp;gt;Base mod for VoidExpanse. Contains all required game data to play the game.&amp;lt;/description&amp;gt;&lt;br /&gt;
  &amp;lt;version&amp;gt;0.1.0&amp;lt;/version&amp;gt;&lt;br /&gt;
  &amp;lt;updated&amp;gt;20.08.2013&amp;lt;/updated&amp;gt;&lt;br /&gt;
  &amp;lt;modtype&amp;gt;2&amp;lt;/modtype&amp;gt; &amp;lt;!-- 1 - server, 2 - client-server, 3 - client --&amp;gt;&lt;br /&gt;
  &amp;lt;/root&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make a copy of that &#039;&#039;headers.xml&#039;&#039; file, but don&#039;t change the name.&lt;br /&gt;
Now make a basic compressed file, let&#039;s say called &#039;&#039;testmod.mpk&#039;&#039; and edit your copy of headers.xml...&lt;br /&gt;
The only important thing to change is the ID, which should match your .mpk filename. So, for this example it should look like this:&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;utf-8&amp;quot;?&amp;gt;&lt;br /&gt;
  &amp;lt;root&amp;gt;&lt;br /&gt;
  &#039;&#039;&#039;&amp;lt;id&amp;gt;testmod&amp;lt;/id&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
  &amp;lt;title&amp;gt;Core Game Data&amp;lt;/title&amp;gt;&lt;br /&gt;
  &amp;lt;author&amp;gt;AtomicTorch Studio&amp;lt;/author&amp;gt;&lt;br /&gt;
  &amp;lt;description&amp;gt;Base mod for VoidExpanse. Contains all required game data to play the game.&amp;lt;/description&amp;gt;&lt;br /&gt;
  &amp;lt;version&amp;gt;0.1.0&amp;lt;/version&amp;gt;&lt;br /&gt;
  &amp;lt;updated&amp;gt;20.08.2013&amp;lt;/updated&amp;gt;&lt;br /&gt;
  &amp;lt;modtype&amp;gt;2&amp;lt;/modtype&amp;gt; &amp;lt;!-- 1 - server, 2 - client-server, 3 - client --&amp;gt;&lt;br /&gt;
  &amp;lt;/root&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now, when you place your &#039;&#039;testmod.mpk&#039;&#039; file into the /Mods directory with the rest of the game files (core.cpk and the other .mpk files), it will load when you begin the game.&lt;br /&gt;
Right now, though, there is nothing inside the mod file to load!&lt;br /&gt;
&lt;br /&gt;
The final step is making sure the mod gets loaded.&lt;br /&gt;
Open up the &#039;&#039;ModsConfig.xml&#039;&#039; from the main game directory. We need that ID and VERSION here...&lt;br /&gt;
If my mod file was &#039;&#039;testmod.mpk&#039;&#039; and I left the &amp;lt;version&amp;gt; at 0.1.0, my &#039;&#039;ModsConfig.xml&#039;&#039; should look like this:&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;utf-8&amp;quot; standalone=&amp;quot;yes&amp;quot;?&amp;gt;&lt;br /&gt;
  &amp;lt;mods&amp;gt;&lt;br /&gt;
  &amp;lt;mod&amp;gt;core_0.1.0&amp;lt;/mod&amp;gt;&lt;br /&gt;
  &amp;lt;mod&amp;gt;testmod_0.1.0&amp;lt;/mod&amp;gt;&lt;br /&gt;
  &amp;lt;/mods&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget the underscore between the id/filename and the version info.&lt;br /&gt;
&lt;br /&gt;
Simple, right?&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Actually Adding a Ship ==&lt;br /&gt;
&lt;br /&gt;
Now that you have an empty .mpk file (except for the &#039;&#039;headers.xml&#039;&#039;), you can start adding things like ships and weapons.&lt;br /&gt;
There are three basic requirements for adding a ship item to the game:&lt;br /&gt;
  1.Item Data&lt;br /&gt;
  2.Model Data&lt;br /&gt;
  3.Texture Data&lt;br /&gt;
If there was a 4th requirement, it might be the sound effects, but I&#039;m not sure. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The easiest way to begin is to make a copy of the starter shuttlecraft, since it costs nothing and is available immediately.&lt;br /&gt;
You can skip the last two(/three) requirements by just copying the basic Item Data file and making &#039;&#039;slight&#039;&#039; adjustments...&lt;br /&gt;
&lt;br /&gt;
Open up core.cpk and you&#039;ll see two directories: &#039;&#039;Data&#039;&#039; and &#039;&#039;Content&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For now, you just want &#039;&#039;Data&#039;&#039;...Go further, into &#039;&#039;/items&#039;&#039;, and you&#039;ll see the files for each usable item/cargo in the game. In this case, we want to just copy the &#039;&#039;hull_shuttle.xml&#039;&#039; file.&lt;br /&gt;
Copy it somewhere, and rename it to something else...For these purposes, it will be renamed to &#039;&#039;hull_skiff.xml&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After renaming it, open up the file and you&#039;ll see quite a bit of stuff in there. Ignore it all for now, and focus on the top bit...It should look something like this:&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;root&amp;gt;&lt;br /&gt;
  &amp;lt;header&amp;gt;&lt;br /&gt;
  &amp;lt;game_version&amp;gt;1.0.0&amp;lt;/game_version&amp;gt;&lt;br /&gt;
  &amp;lt;id&amp;gt;hull_shuttle&amp;lt;/id&amp;gt;&lt;br /&gt;
  &amp;lt;title&amp;gt;Civilian shuttle hull&amp;lt;/title&amp;gt;&lt;br /&gt;
  &amp;lt;description&amp;gt;It would probably be a good idea to get rid of this as soon as you can...&amp;lt;/description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The important thing here is to rename the &#039;&#039;&amp;lt;id&amp;gt;&#039;&#039; like we did before, when creating the mod file. In this case, my &#039;&#039;&amp;lt;id&amp;gt;&#039;&#039; line would look like this:&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;id&amp;gt;hull_skiff&amp;lt;/id&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And change the &amp;lt;title&amp;gt; to something else, so you can verify that it works later on&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;title&amp;gt;Civilian Skiff&amp;lt;/title&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Save that .xml file (&#039;&#039;hull_skiff.xml&#039;&#039;), and open up your mod file .mpk...&lt;br /&gt;
The game looks through your .mpk file the same way it looks through the core .cpk game files, so your new &#039;&#039;hull_skiff.xml&#039;&#039; needs to be placed in &#039;&#039;/data/items&#039;&#039; inside your mod file (the same file path where we got the original &#039;&#039;hull_shuttle.xml&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
So finally, if you kept the same naming conventions as I did here, you should have:&lt;br /&gt;
&lt;br /&gt;
  1. A compressed/zip file named &#039;&#039;testmod.mpk&#039;&#039;&lt;br /&gt;
  2. A modified &#039;&#039;headers.xml&#039;&#039; file inside &#039;&#039;testmod.mpk&#039;&#039;&lt;br /&gt;
  3. A modified ModsConfig.xml file that includes your mod&lt;br /&gt;
  4. A /data/items/hull_skiff.xml file inside your mod .mpk&lt;br /&gt;
&lt;br /&gt;
This should be enough for the game to register and load your new Civilian Skiff, which is almost identical to the starter shuttle...except for the name. But hey, everything is in the brand, right?&lt;br /&gt;
&lt;br /&gt;
[[VoidExpanse/Items_(Hull)|Check out the breakdown of the hull .xml file here]]&lt;br /&gt;
&lt;br /&gt;
== Useful things ==&lt;br /&gt;
To define physics for this ship you can use [[VoidExpanse/physics_adjuster|VE Physics Adjuster]].&lt;br /&gt;
&lt;br /&gt;
{{Modding}}&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=VoidExpanse/physics_adjuster&amp;diff=707</id>
		<title>VoidExpanse/physics adjuster</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=VoidExpanse/physics_adjuster&amp;diff=707"/>
		<updated>2015-08-27T05:58:47Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: Created page with &amp;quot;= Description = To create physics for a ship or any other physical object in the game you can use a special program called &amp;quot;VE Physics Adjuster&amp;quot;. This would allow you to defin...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Description =&lt;br /&gt;
To create physics for a ship or any other physical object in the game you can use a special program called &amp;quot;VE Physics Adjuster&amp;quot;. This would allow you to define physical body for this object as well as other properties such as mass.&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
The program does not require installation and you can simply download it and extract to your desktop or any other location and then run.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download:&#039;&#039;&#039; [http://atomictorch.com/Files/PhysicsAdjuster.zip VE Physics Adjuster]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; If you have problems running this application please install Visual &#039;&#039;[http://www.microsoft.com/en-us/download/details.aspx?id=30679 C++ 2012 Redistribution]&#039;&#039;, which you can download from Microsoft.&lt;br /&gt;
&lt;br /&gt;
= Other information =&lt;br /&gt;
You can also open .OBJ files by providing it&#039;s path as a launch parameter to the software &#039;&#039;VoidExpansePhysicsAdjuster.exe ModelName.obj&#039;&#039;, usually it is not necessary, but it could be useful to some advanced users.&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=Template:Modding&amp;diff=706</id>
		<title>Template:Modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=Template:Modding&amp;diff=706"/>
		<updated>2015-08-27T05:49:59Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | [[VoidExpanse/modding|VoidExpanse Modding]] ([http://wiki.atomictorch.com/index.php?title=Template:Modding&amp;amp;action=edit Edit template])&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Using mods:&#039;&#039;&#039; [[VoidExpanse/installing_mods|Installing and using mods]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview articles:&#039;&#039;&#039; [[VoidExpanse/modding|Modding]] (main article), [[VoidExpanse/Package_files_structure|Package files structure]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Topic specific articles:&#039;&#039;&#039; [[VoidExpanse/Assets_modding|Assets modding]], [[VoidExpanse/Content_modding|Content Modding]], [[VoidExpanse/Scripting|Scripting overview]], [[VoidExpanse/scripting_api|Scripting API]], [[VoidExpanse/events|Scripting Events system]], [[VoidExpanse/localization|Localization]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Detailed scripting articles:&#039;&#039;&#039; [[VoidExpanse/Internal_scripts|Internal scripts]], [[VoidExpanse/Global_scripts|Global scripts]], [[VoidExpanse/Object_scripts|object scripts]], [[VoidExpanse/Device_scripts|Device scripts]], [[VoidExpanse/Consumable_scripting|Consumable scripting]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools:&#039;&#039;&#039;  [[VoidExpanse/physics_adjuster|VE Physics Adjuster]], [[VoidExpanse/mod_uploader|VE Mod Uploader (Steam)]], [[AtomicTorch_Localization_Utility|AT Localization Utility]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=AtomicTorch_Localization_Utility&amp;diff=690</id>
		<title>AtomicTorch Localization Utility</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=AtomicTorch_Localization_Utility&amp;diff=690"/>
		<updated>2015-06-24T07:40:03Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: Created page with &amp;quot;{{Draft}}  Download:  [http://atomictorch.com/Files/LocalizationUtility.zip AT Localization Utility]&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Draft}}&lt;br /&gt;
&lt;br /&gt;
Download:&lt;br /&gt;
&lt;br /&gt;
[http://atomictorch.com/Files/LocalizationUtility.zip AT Localization Utility]&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=Template:Modding&amp;diff=689</id>
		<title>Template:Modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=Template:Modding&amp;diff=689"/>
		<updated>2015-06-24T07:39:47Z</updated>

		<summary type="html">&lt;p&gt;Atomic-admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | [[VoidExpanse/modding|VoidExpanse Modding]] ([http://wiki.atomictorch.com/index.php?title=Template:Modding&amp;amp;action=edit Edit template])&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Using mods:&#039;&#039;&#039; [[VoidExpanse/installing_mods|Installing and using mods]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview articles:&#039;&#039;&#039; [[VoidExpanse/modding|Modding]] (main article), [[VoidExpanse/Package_files_structure|Package files structure]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Topic specific articles:&#039;&#039;&#039; [[VoidExpanse/Assets_modding|Assets modding]], [[VoidExpanse/Content_modding|Content Modding]], [[VoidExpanse/Scripting|Scripting overview]], [[VoidExpanse/scripting_api|Scripting API]], [[VoidExpanse/events|Scripting Events system]], [[VoidExpanse/localization|Localization]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Detailed scripting articles:&#039;&#039;&#039; [[VoidExpanse/Internal_scripts|Internal scripts]], [[VoidExpanse/Global_scripts|Global scripts]], [[VoidExpanse/Object_scripts|object scripts]], [[VoidExpanse/Device_scripts|Device scripts]], [[VoidExpanse/Consumable_scripting|Consumable scripting]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools:&#039;&#039;&#039; [http://atomictorch.com/Files/PhysicsAdjuster.zip VE Physics Adjuster], [[VoidExpanse/mod_uploader|Mod Uploader (Steam)]], [[AtomicTorch_Localization_Utility|AT Localization Utility]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Atomic-admin</name></author>
	</entry>
</feed>