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Assets and manifests

warp_app.toml is the data half of a project. Its [assets] section describes the lookup order and asset roots; atlas tables describe the texture taxonomy used by the runtime. The engine resolves a manifest before resolving assets so the project’s asset rules are available at startup.

The source documents a native lookup order that can include an environment override, a development root, an executable-relative root, and a macOS bundle root. Project code should use the engine’s asset-path helpers rather than manually joining paths onto a guessed root.

The renderer also supports image atlases and mega-atlas mappings. The exact atlas taxonomy belongs to a project manifest; it is not a universal list of game concepts. Browser packaging has a separate deployment path and its own asset URL concerns.