> For the complete documentation index, see [llms.txt](https://gimhook.coder-gage.dev/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://gimhook.coder-gage.dev/creating-mods/gimhook-documentation.md).

# Gimhook Documentation

**NOTE: This page is about the creation of mods. If you want to learn more about the mods available on GimForge, visit the** [**mods**](/gimforge-mods/enhanced-movement.md) **section.**

### Documentation Pages

* [Gimhook API](/creating-mods/api.md)
* [Gimhook Hooks](/creating-mods/hooks.md)

### What Gimhook is and isn't

**What it is:**

* A modloader and desktop app for Gimkit
* A simple API for building Gimkit mods
* Designed for improving the Gimkit Creative map editor

**What it isn't:**

* Useful for cheating
* A tool for using custom assets in Gimkit Creative
* Built for non-2D gamemodes

### Why not custom assets?

There are 2 reasons, one being technical, and another being non-technical.

The first reason is that the modloader loads mods as javascript files, and doesn't have a way (other than base64 URLs, but that would destroy the file size of mods) to load any mod assets.

The second reason Josh himself has even told me (and I agree with) is that it could lead to seriously problematic assets being used. Team Fortress 2 has suffered from this problem already with its custom image features.
