Rhea v0.2.0: explore scenes with Ceto
Rhea v0.2.0 is available as an experimental prerelease on GitHub.
Download Ceto v0.2.0 for Windows x64 or follow First steps with Ceto for extraction and startup.
A ready-to-run scene viewer
The Windows x64 ZIP brings together Ceto, its runtime libraries, the standard
engine resources, and the Courtyard example. Extract the whole archive,
double-click Ceto.exe, then open Samples > Courtyard > world.scene.
No build tools or -d argument are needed.
Ceto's file browser also opens local scenes through Computer. The bundled
samples are available through //samples; custom scenes can remain in your own
folders. Follow First steps with Ceto for the download,
controls, and exercises that change scene objects and materials without C++.
Package and compatibility
The ready-to-run package is Ceto-0.2.0-windows-x64.zip. The source-code archives are for developers
and are not substitutes for this package.
Rhea remains experimental. This release includes API changes; do not assume source compatibility with v0.1.x. The Ceto guide targets v0.2.0, not the older v0.1.1 package. An editor is not included; scene changes in the guide use a text editor.
Migrating from v0.1.x
Resource loading, world opening, and scene lifecycle callbacks now report
ErrorReport. Check report.isError() and inspect report.errors instead of
using the former error pointer or service-specific error enums. Construct
ResourceList with both the application and a ResourceContext; an empty
context is sufficient for fully qualified resource identifiers.
Resolve typed references with tree->resolve(reference) instead of
reference.resolve(tree). Event::isPropagationStoppped() was renamed to
isPropagationStopped(). Fs::getHomeDir() no longer accepts a creation flag
or appends an engine directory.
See Error handling and Asset references for the current APIs. Rebuild dependent applications against the matching engine revision.
Validation
The standalone Windows Release build, sample loading, package generation, and local extract-start-open workflow have been checked. A manual test on a Windows system without development tools was reported successful. Scene transitions in Novara and opening a valid file after an invalid-file error also worked in manual testing. The editing exercises have not yet been fully verified for the packaged release.
The current engine revision with BasicApp API and Linux font-path fixes also built successfully in a standalone WSL Release configuration. All three Poseidon samples completed ten OpenGL frames and exited successfully under WSLg. BasicApp reported its scene ready; Ceto initialized its GUI and loaded Courtyard in 20-second startup checks stopped by a timeout. These checks do not verify interactive behavior, visual correctness, or normal application shutdown. Linux and macOS binary packages are not covered by this walkthrough.
For the wider engine validation status and feedback instructions, see Project Status. To build an application from source, continue with Getting Started with C++.