Skip to content
Open
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
10 changes: 5 additions & 5 deletions docs/pages/client/sdk/bevy.md
Original file line number Diff line number Diff line change
Expand Up @@ -3,17 +3,17 @@ title: "Dojo Bevy SDK"
description: "Official Bevy engine integration for building Dojo-powered games with native Rust performance"
---

# dojo.bevy
# Dojo.Bevy

Bevy is a modern, data-driven game engine built in Rust that leverages the Entity Component System (ECS) architecture.
Known for its performance, modularity, and ergonomic API, Bevy enables developers to create everything from simple 2D games to complex 3D experiences with compile-time safety and zero-cost abstractions.

dojo.bevy is the official Bevy engine SDK for interacting with Dojo worlds, providing native Rust integration for building high-performance onchain games.
Dojo.Bevy is the official Bevy engine SDK for interacting with Dojo worlds, providing native Rust integration for building high-performance onchain games.
Built specifically for Bevy's ECS architecture, it seamlessly integrates with Bevy's component system while maintaining the performance and safety guarantees that Rust developers expect.

## Core Concepts

Before diving into building onchain games with Bevy, let's explore the essential components of the dojo.bevy architecture:
Before diving into building onchain games with Bevy, let's explore the essential components of the Dojo.Bevy architecture:

### `DojoPlugin`

Expand Down Expand Up @@ -54,7 +54,7 @@ fn connect_to_dojo(

### Event System

dojo.bevy leverages Bevy's event system for reactive blockchain interactions:
Dojo.Bevy leverages Bevy's event system for reactive blockchain interactions:

- **`DojoInitializedEvent`**: Emitted when connections to Torii and Starknet are established
- **`DojoEntityUpdated`**: Emitted when entity state changes are received from Torii
Expand Down Expand Up @@ -92,7 +92,7 @@ Before getting started, ensure you have:

### Installation

Add dojo.bevy to your `Cargo.toml`:
Add Dojo.Bevy to your `Cargo.toml`:

```toml
[dependencies]
Expand Down
2 changes: 2 additions & 0 deletions docs/pages/client/sdk/c/c-bindings.mdx
Original file line number Diff line number Diff line change
@@ -1,3 +1,5 @@
## File to edit: client/sdk/c/c-bindings.mdx

---
title: "C Bindings API"
description: "Native C API for building platform SDKs and high-performance integrations"
Expand Down
14 changes: 7 additions & 7 deletions docs/pages/client/sdk/godot.md
Original file line number Diff line number Diff line change
Expand Up @@ -3,13 +3,13 @@ title: "Dojo Godot SDK"
description: "Introduction to the official Godot Engine SDK for building Dojo-powered games"
---

# dojo.godot
# Dojo.Godot

Godot Engine is a free, open-source cross-platform game engine renowned for its flexibility, ease of use, and powerful scene system.
With its intuitive node-based architecture, GDScript scripting language, and robust 2D and 3D capabilities, Godot empowers developers to create everything from indie platformers to complex multiplayer experiences.

dojo.godot is the official Godot Engine SDK for building onchain games powered by Dojo.
This GDExtension seamlessly integrates blockchain functionality into your Godot projects, built on the [dojo.c](/client/sdk/c) foundation.
Dojo.Godot is the official Godot Engine SDK for building onchain games powered by Dojo.
This GDExtension seamlessly integrates blockchain functionality into your Godot projects, built on the [Dojo.C](/client/sdk/c) foundation.
It enables you to create fully decentralized games without compromising on performance or developer experience.

:::tip
Expand Down Expand Up @@ -67,7 +67,7 @@ Some in-editor tools were added under

### Cairo Type System

dojo.godot automatically handles conversions between Cairo types and Godot equivalents:
Dojo.Godot automatically handles conversions between Cairo types and Godot equivalents:

- **Primitives**: `u8`, `u16`, `u32`, `u64`, `u128`, `u256`, `felt252` map to Godot integers and strings.
- **Structures**: Cairo structs convert to Godot Dictionaries with proper field mapping.
Expand Down Expand Up @@ -384,7 +384,7 @@ dojo_session_account.create_from_subscribe(

### Type Conversion

dojo.godot handles type conversion automatically:
Dojo.Godot handles type conversion automatically:

Every struct/type in your contract will return inside a Dictionary with its name and parameters.
In the Starter Project there is a custom struct `Vec2`, the following snippet is an example.
Expand Down Expand Up @@ -467,7 +467,7 @@ scons platform=macos target=template_release

## Example Project

The dojo.godot repository includes a complete demo project showcasing:
The Dojo.Godot repository includes a complete demo project showcasing:

- **Player Movement**: Onchain player spawning and movement using arrow keys.
- **Real-time Updates**: Live synchronization between blockchain state and game visuals.
Expand All @@ -480,7 +480,7 @@ Follow the [dojo-starter](/tutorials/dojo-starter) or [dojo-intro](/getting-star
:::

1. Set up a local Dojo Starter environment.
2. Build/download the dojo.godot extension following the instructions above.
2. Build/download the Dojo.Godot extension following the instructions above.
3. Open the `demo` folder in Godot and run the project.

The demo connects to a live testnet deployment, demonstrating real blockchain integration in a simple 2D movement game.
Expand Down
4 changes: 2 additions & 2 deletions docs/pages/client/sdk/index.md
Original file line number Diff line number Diff line change
Expand Up @@ -66,7 +66,7 @@ The client can then query the world state to get the latest state, which is then

### Account Management

- **Session Accounts**: Temporary accounts for seamless gameplay
- **Session Accounts**: Temporary accounts for gasless gameplay
- **Controller Accounts**: Delegate specific permissions to game contracts
- **Burner Accounts**: Disposable accounts funded by a master account

Expand All @@ -93,7 +93,7 @@ The client can then query the world state to get the latest state, which is then

#### Unity SDK

**Best for:** 2D and 3D games, cross-platform game development
**Best for:** 2D and 3D games, crosschain game development

- Native C# bindings built on dojo.c foundation
- Unity-specific components and prefabs for common patterns
Expand Down
22 changes: 11 additions & 11 deletions docs/pages/client/sdk/unity.md
Original file line number Diff line number Diff line change
Expand Up @@ -3,13 +3,13 @@ title: "Dojo Unity SDK"
description: "Introduction to the official Unity SDK for building Dojo-powered games"
---

# dojo.unity
# Dojo.Unity

Unity is one of the world's most popular cross-platform game engines, powering millions of games across mobile, desktop, console, and web platforms.
With its intuitive visual editor, robust scripting capabilities in C#, and extensive asset ecosystem, Unity enables developers to create everything from simple 2D indies to complex 3D AAA titles.

dojo.unity is the official Unity Engine SDK for interacting with Dojo worlds to develop web and desktop 2D and 3D games.
Whether you're creating a tactical RPG, a real-time strategy game, or an immersive 3D world, dojo.unity provides the tools you need to bring your onchain game vision to life.
Dojo.Unity is the official Unity Engine SDK for interacting with Dojo worlds to develop web and desktop 2D and 3D games.
Whether you're creating a tactical RPG, a real-time strategy game, or an immersive 3D world, Dojo.Unity provides the tools you need to bring your onchain game vision to life.

## Core Concepts

Expand Down Expand Up @@ -58,21 +58,21 @@ You can learn more about Sozo's binding generation features [here](/toolchain/so

## Getting Started

To get started with the dojo.unity SDK, follow these steps:
To get started with the Dojo.Unity SDK, follow these steps:

::::steps

#### Prerequisites

Before getting started, ensure you have [Unity](https://unity.com/download) `>= 2022.3.15f1` installed.

#### Download dojo.unity
#### Download Dojo.Unity

Visit the [dojo.unity release page](https://github.com/dojoengine/dojo.unity/releases) and download the latest version of `dojo.unitypackage`.
Visit the [Dojo.Unity release page](https://github.com/dojoengine/dojo.unity/releases) and download the latest version of `dojo.unitypackage`.

#### Open or create a Unity project

Launch Unity and either create a new project or open an existing one where you intend to integrate dojo.unity
Launch Unity and either create a new project or open an existing one where you intend to integrate Dojo.Unity

#### Import `dojo.unitypackage`

Expand Down Expand Up @@ -436,21 +436,21 @@ The solution is to navigate to the `src` directory within your Dojo project and

## Example Project

This section provides a walkthrough for running the example from the dojo.unity repository using the `Dojo Starter` repository.
This section provides a walkthrough for running the example from the Dojo.Unity repository using the `Dojo Starter` repository.

[![dojo.unity demo](https://markdown-videos-api.jorgenkh.no/url?url=https%3A%2F%2Fyoutu.be%2F25ocgPsHs4w)](https://youtu.be/25ocgPsHs4w)
[![Dojo.Unity demo](https://markdown-videos-api.jorgenkh.no/url?url=https%3A%2F%2Fyoutu.be%2F25ocgPsHs4w)](https://youtu.be/25ocgPsHs4w)

:::steps

#### Prerequisites

Clone the [dojo.unity](https://github.com/dojoengine/dojo.unity) and [Dojo Starter](https://github.com/dojoengine/dojo-starter) repositories.
Clone the [Dojo.Unity](https://github.com/dojoengine/dojo.unity) and [Dojo Starter](https://github.com/dojoengine/dojo-starter) repositories.

#### Setting up Dojo Starter

Follow the steps outlined in the [Dojo Starter setup guide](/tutorials/dojo-starter) to deploy your Dojo project locally: 1) launch Katana, 2) build with Sozo, and 3) launch Torii.

#### Setting up dojo.unity
#### Setting up Dojo.Unity

1. Open the scene: In the `Project tab`, navigate to `Assets/Spawn And Move/Scenes/Sample scene`
2. Adjusting Scriptable Objects:
Expand Down
20 changes: 10 additions & 10 deletions docs/pages/client/sdk/unrealengine.md
Original file line number Diff line number Diff line change
Expand Up @@ -3,9 +3,9 @@ title: "Dojo Unreal Engine SDK"
description: "Introduction to the official Unreal Engine 5 SDK for building Dojo-powered games"
---

# dojo.unreal
# Dojo.Unreal

[dojo.unreal](https://github.com/dojoengine/dojo.unreal) is the official Unreal Engine 5 SDK for Dojo.
[Dojo.Unreal](https://github.com/dojoengine/dojo.unreal) is the official Unreal Engine 5 SDK for Dojo.
With this SDK, you can combine the power of Dojo and Unreal to develop mobile and desktop 2D and 3D games.

## Prerequisites
Expand All @@ -15,20 +15,20 @@ To install the Unreal Engine, [follow these instructions](https://www.unrealengi

## Getting Started

To get started with the dojo.unreal SDK, follow these steps:
To get started with the Dojo.Unreal SDK, follow these steps:

::::steps

#### Download dojo.unreal
#### Download Dojo.Unreal

Obtain the Dojo plugin by visiting [dojo.unreal](https://github.com/dojoengine/dojo.unreal).
Obtain the Dojo plugin by visiting [Dojo.Unreal](https://github.com/dojoengine/dojo.unreal).
Either clone the repository or download it as a ZIP file to access the plugin.

![unrealdl](/client/unreal/downloadzip.webp)

#### Set Up Your Unreal Project

Launch Unreal Engine 5 and create a new project or open an existing one where you will implement dojo.unreal.
Launch Unreal Engine 5 and create a new project or open an existing one where you will implement Dojo.Unreal.

![unrealcreate](/client/unreal/create_new_cpp_project.webp)

Expand All @@ -39,7 +39,7 @@ Launch Unreal Engine 5 and create a new project or open an existing one where yo

2. Create a Plugins directory if one does not exist

3. Copy the Plugins/Dojo directory from dojo.unreal into your project's Plugins folder
3. Copy the Plugins/Dojo directory from Dojo.Unreal into your project's Plugins folder

4. Verify the plugin version in `Plugins/Dojo/Source/Dojo/Dojo.Build.cs`.
For version updates or platform-specific deployments, refer to [Update the plugin](#update-the-plugin) or [Add a new platform](#add-a-new-platform) respectively.
Expand Down Expand Up @@ -209,7 +209,7 @@ The format for each function is `<PREFIX><NAMESPACE><CONTRACT><SELECTOR>` with a

## Updating the Plugin

The dojo.unreal plugin is built on [dojo.c](/client/sdk/c), the foundational C library that powers all Dojo SDKs.
The Dojo.Unreal plugin is built on [dojo.c](/client/sdk/c), the foundational C library that powers all Dojo SDKs.
To update the plugin to a new version:

1. Build the `dojo.c` library for your platform
Expand Down Expand Up @@ -254,7 +254,7 @@ To add support for a new platform:

## Sample Project

The dojo.unreal repository contains `ue5dojostarter`, a complete sample project that demonstrates how Dojo can be integrated with Unreal Engine.
The Dojo.Unreal repository contains `ue5dojostarter`, a complete sample project that demonstrates how Dojo can be integrated with Unreal Engine.
This sample is built on top of the Unreal Engine 5 First Person template and showcases:

- **Complete Dojo Integration**: Working examples of connecting to Torii, subscribing to model updates, and calling system functions
Expand All @@ -268,7 +268,7 @@ The sample project works with the [Dojo Starter](https://github.com/dojoengine/d
To run the sample project locally:

1. Set up and deploy the Dojo Starter contracts following the [getting started guide](/getting-started)
2. Clone the dojo.unreal repository
2. Clone the Dojo.Unreal repository
3. Follow the detailed setup instructions in the [repository README](https://github.com/dojoengine/dojo.unreal)
4. Configure the game with your deployed contract addresses and RPC endpoints

Expand Down
2 changes: 1 addition & 1 deletion docs/pages/framework/upgrading/dojo-1-7.md
Original file line number Diff line number Diff line change
Expand Up @@ -361,7 +361,7 @@ fn test_world_test_set() {
### Using Starknet Foundry

Now that Starknet Foundry is supported for Dojo contracts, you can opt to use it instead of `dojo-cairo-test` for testing.
YOu can use the whole Starknet Foundry test suite and cheatcodes.
You can use the whole Starknet Foundry test suite and cheatcodes.

Update your `Scarb.toml` to add the `dojo_snf_test` dependency:

Expand Down
2 changes: 1 addition & 1 deletion docs/pages/toolchain/torii/grpc.md
Original file line number Diff line number Diff line change
Expand Up @@ -12,7 +12,7 @@ It is designed for applications requiring low latency and efficient data fetchin

**Endpoint**: `http://localhost:8080` (gRPC protocol)

**Protocol Type Definitions**: [torii/proto/types](https://github.com/dojoengine/torii/blob/main/crates/proto/proto/types.proto)
**Protocol Type Definitions**: [Torii/proto/types](https://github.com/dojoengine/torii/blob/main/crates/proto/proto/types.proto)

**Client Libraries**:

Expand Down
2 changes: 2 additions & 0 deletions docs/pages/tutorials/onchain-chess/2-move.md
Original file line number Diff line number Diff line change
@@ -1,3 +1,5 @@
## File to edit: tutorials/onchain-chess/2-move.md

---
title: Implementing Chess Piece Movement
description: Learn how to implement and test chess piece movement logic, including move validation and turn management.
Expand Down
2 changes: 1 addition & 1 deletion docs/pages/tutorials/onchain-chess/README.md
Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,7 @@ This guide is intended to fill the gap between heavily directed beginner tutoria
The primary goal here is to get you to write code.
The secondary goal is to get you reading documentation.

If you haven't read the Dojo Book yet, it is highly encouraged for you to do so before starting this project.
If you haven't read The Dojo Book yet, it is highly encouraged for you to do so before starting this project.

## What are we building?

Expand Down