Guides
Fixes answer “my thing is broken.” Guides answer “how do I build this system properly, in what order?” — long-form build-order runbooks that deep-link into the fix layer instead of duplicating it.
Agent test harness — MCP-driven in-editor playtest automation
The architecture for letting an agent (or CI) drive the live s&box editor: compile-gate, spawn, play, inject input, read telemetry, screenshot, assert, and gate a merge on the numbers — with no human at the keyboard.
Delta-log save for deterministic procedural worlds
When the world is deterministically generated from a spec, a save is {version, spec, edits[]} — never a geometry snapshot. Load = validate → regenerate → replay edits. Same format works for save, co-op edit sync, and late-join replay.
Networking methods — spec replication + host-authority patterns
Two proven architectures on top of the engine networking primitives: replicate the generator spec (not the geometry) for deterministic worlds, and retrofit local-only gameplay systems to host-authority without breaking single-player.
Parkour movement — the trace-mover traversal kit
The method for feel-first traversal on a kinematic trace-based character: coyote-time jumps, double jump, mantle, slide, wall run, node climbing, and rope swinging — plus the ground-contact quality work that makes all of it read smooth.
Part-kit assets — manifest-driven multi-part assembly
The higher-order asset layer for kits of parts (vehicles, procedural buildings): the generator emits a manifest next to the meshes, code consumes ONLY the manifest, pivots sit at joints, collision comes from metadata, and assembly is transactional.
Runtime terrain meshing — chunked greedy voxel/heightfield terrain
The method for large runtime-generated terrain in s&box: a persistent cell grid as the single source of truth, chunked greedy meshing (tops + skirts), collision decoupled from render grain, palette-atlas UVs, and dirty-chunk remesh for a live terrain brush.
Standing up an agent-buildable s&box project
The build order for a fresh s&box project a coding agent can actually work in without corrupting itself on day one — skeleton, globals, compile gate, and the ownership discipline that keeps parallel agents from clobbering each other.
Vehicle physics — the slip-curve raycast-wheel stack
The proven architecture for driving games in s&box: raycast wheels on a single chassis Rigidbody, substepped slip-ratio/slip-angle tire physics with peaked curves, a torque-curve drivetrain, layered assists, and arcade dials on top of a sim core.