Core Concepts
Renzora builds your whole game out of a few simple ideas. Once you know what an entity, a component, and a scene are, the rest of the editor clicks into place — no coding required to follow along.
Under the hood Renzora runs on the Bevy 0.19 engine, but you don't need to know Bevy to make a game. You'll mostly work visually, and these three words cover almost everything you see on screen.
Entities: the "things" in your world
An entity is just a thing in your game — a character, a light, a camera, a tree, a sound. Every object you place in a scene is an entity.
The Hierarchy panel lists every entity in the scene you have open.

In the editor you can:
- Click + Add Entity to create a new thing.
- Click any row to select it, then edit it in the Inspector (next section).
- Click the eye icon to hide or show an entity.
- Click the lock icon so you can't move it by accident.
- Drag one row onto another to nest it — child entities follow their parent when it moves. In the screenshot the imported
Bistro_Godot.glbmodel holds many child pieces. - Type in the Search box to find an entity by name fast.
On its own an entity is empty. It's the components you attach that give it a shape, a position, and behaviour.
Components: the parts that make an entity what it is
A component is a single piece you attach to an entity. Each one adds one capability, and stacking a few together builds something real:
- A Transform gives it a position, rotation, and scale.
- A Mesh + Material give it a 3D model and how it looks.
- A Light makes it shine.
- A rigid body / collider lets the physics engine push it around.
- A script gives it custom behaviour.
Select an entity in the Hierarchy and its components show up in the Inspector panel, each in its own collapsible section.

In the Inspector you can:
- Edit values directly — type a number, drag it, flip a switch, or pick a color.
- Click Add to attach a new component.
- Use Filter components... to jump to one quickly.
- Click the trash icon on a section to remove that component.
In the shot above, the selected "World Environment" entity carries a Transform (its rotation), a Directional Light (the sun — here an Illuminance of 40000 with shadows on), and a few rendering options. They're all just components layered onto one entity.
For programmers: components are plain Rust data structs, and systems are functions that read and change them each frame. You can write your own and make their fields editable right here in the Inspector. See Creating Components for the full guide.
Scenes: a saved world
A scene is a saved collection of entities and their components — think of it as one level, room, or screen of your game. Saving a scene writes a .ron file that records everything you built in the Hierarchy.
You choose which scene loads first in your project's project.toml:
name = "MyProject"
version = "1.0.0"
main_scene = "scenes/main.ron"
You can split a big game across many scenes and load them as the player moves between areas. The editor remembers the last scene you had open, while the exported game always starts from main_scene.
Giving entities behaviour with scripts
To make things do something — move, take damage, open a door — you attach a script to an entity. Renzora gives you three ways, and you can mix them in one project:
- Blueprints (
.blueprint) — visual node graphs you wire together. Great if you'd rather not write code. - Lua (
.lua) — a friendly text scripting language with the full Renzora API (native desktop and mobile). - Rhai (
.rhai) — a lighter scripting language that also runs on the Web export.
Just give an entity a Name in the editor and it's ready to hold scripts. See the Scripting Overview to get started.
How a frame works
You never have to drive the game loop yourself. Every frame, the engine does roughly this for you:
- Read input (keyboard, mouse, gamepad).
- Run your scripts and game logic.
- Step the physics (Renzora uses the Avian physics engine).
- Update positions and animations.
- Draw the frame.
You just describe your entities, components, and scripts — the engine runs everything in the right order, on every platform you export to (Windows, Linux, macOS, Android, iOS, and Web).
What's next?
- Your First Project — create a project and open the editor
- Scenes & Hierarchy — build a world in the editor
- Scripting Overview — add gameplay logic
- Creating Components — write your own components in Rust
- Building Plugins — extend the engine itself