# /Resources Intended home for Godot `.tres` asset definitions and static assets — block properties, item data, materials, models, audio, UI themes. ## ⚠️ Currently empty **This directory holds nothing but this README.** No resources exist yet. Block properties currently live **in code**, not in resources: `Core/Scripts/BlockRegistry.cs` builds its dictionary of `BlockData` (ID, name, IsSolid, colour) in a static constructor. Terrain rendering uses a `StandardMaterial3D` created at runtime per chunk in `ChunkRenderer.cs`, not a saved material. Moving that data into `.tres` files is a reasonable future step — it would make block definitions editable without recompiling and diffable in git — but nothing depends on it today. ## Conventions, if and when it fills up 1. **`.tres`, not `.res`.** Text resources are readable in a diff; binary ones are not. 2. **Stateless only.** A resource holds a weapon's *max* ammo, never its *current* ammo. Live state belongs to the server. 3. **Subdivide early** — `Blocks/`, `Items/`, `Models/`, `Audio/`, `UI/` — before it becomes a junk drawer. 4. Resources are plain data, so both `/Server` and `/Client` can safely reference them.