Lysa  0.0
Lysa 3D Engine
What's next?

Common next steps

Add more scene objects : call load() again with a different URI and attach the returned subtree to root, or use clone() to stamp out multiple copies of an already-loaded asset without re-reading the file.

Dynamic add/remove : call lysa::Scene::removeInstance to hide a mesh instance at runtime, and addInstance again to re-add it. There is no need to reload the asset.

Material overrides : lysa::MeshInstance::setSurfaceOverrideMaterial lets you replace the material on a per-surface basis without touching the original asset.

Scene ray casts : lysa::Scene::rayCast performs a CPU-side ray cast test against all registered mesh instances and returns the closest hit. Useful for picking and line-of-sight checks without using the physics engine.

Transparent and emissive objects : set Transparency::ALPHA_BLEND or Transparency::ALPHA_SCISSOR on a StandardMaterial, or raise the emissive factor to drive bloom on glowing surfaces.

Custom shaders : derive from lysa::ShaderMaterial and bind a Slang shader to a graphic pipeline for fully custom shading on selected mesh surfaces.

Further reading