Every checked-in example project and what it demonstrates.
Examples tour
The checked-in example projects double as executable engine probes. If several examples repeat the same workaround, that is evidence of a missing engine feature.

isometric_base_builder
fighting_game_2d
physics_3d_galton_board
minimal_3d
ui_showcase
destruction_weapons_3d_labRun any example:
demi validate examples/minimal_3d
demi run
Start small
| Project | Shows |
|---|---|
minimal_3d | Introductory 3D scene: transforms, glTF materials, character controller, pickups, projectiles, debug colliders |
minimal_voxel | Voxel world sections and procedural mesh building |
minimal_2d_android | 2D game packaged for Android, with server certs |
minimal_2d_android_server | Dedicated DTLS server for minimal_2d_android |
production_2d_foundation | Production-shaped 2D base: scenes, HUD, input, saves |
2D, isometric, and UI
async_tasks demonstrates responsive movement and HUD actions during a worker Lua calculation, explicit shared progress data, and an asynchronous SQLite query.
| Project | Shows |
|---|---|
fighting_game_2d | Animation-timed collision, input buffers, command recognition |
isometric_base_builder | Isometric grid placement, tilemaps, buildable entities |
chess | Local chess against a built-in engine |
physics_2d_galton_board | 2D Box2D stacking, contacts, deterministic simulation |
ui_showcase | Responsive HUD: layout, themes, focus, virtualization |
main_menu_animated | Animated menu driven by data assets (Data.load + gui_animation) |
main_menu_gif | GIF/image animation in menus |
main_menu_lang | Locale switching and localization files |
3D systems
| Project | Shows |
|---|---|
animation_3d | Skeletal clips through the animation state machine; crowd count 1–2000 (default 64) |
third_person_foundation | Third-person controller, orbit camera, character movement |
souls_boss_arena | Combat loop with health, hitboxes, and animation states |
procedural_spider_3d | Raycast-placed procedural legs |
physics_3d_galton_board | Jolt stacking and contact determinism |
shadows_3d | Directional lights and shadow budgets |
performance_3d_lab | Repeatable load probes and profiler reports |
Terrain authoring
See the terrain guide for the editor workflow.
| Project | Shows |
|---|---|
terrain_3d | Landscape recipes, biome rules, painting and sculpting |
terrain_graph_3d | Connected modules, branching noise/mask blending and erosion |
Destruction
| Project | Shows |
|---|---|
destruction_3d_lab | Localized physical splits of a compound arch |
destruction_weapons_3d_lab | Hammer timing, swept rockets, native impact adapters |
fracture_prefab_lab | Fracture components on ordinary prefabs |
Platform, data, and ops
| Project | Shows |
|---|---|
asset_streaming_showcase | Addressable groups, budgets, load/unload cycles |
saves_simulation_debugging | Save slots, migrations, debug overlays, replays |
multiplayer_ffa_shooter | Host-authoritative sessions, contracts, prediction |
Using examples as probes
- Validate before running:
demi validate examples/<name>. - Compare expanded documents:
demi scene diff,demi scene expand. - Profile with the example's own scene to get comparable numbers.
- Android-qualify with a physical device:
demi test android --serial <device>.
When an example needs a package (health, destruction weapons, Kenney textures), install it first with demi package install from that project directory.