Add optional Lua scripting module, examples, and validation
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@@ -29,7 +29,7 @@ This README is in English. The current planning documents, studies, and research
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## Accepted foundation
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- **C++** for the core and the first gameplay implementation. **Lua** will follow as a separate module and will be optional for individual games.
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- **C++** for the core and native gameplay. **Lua 5.4** is an optional sandboxed gameplay module, with Inspector schemas, development reload, and standalone export. See the [Lua guide](docs/manual/scripting/lua.md).
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- Objects, components, and nested scene templates for authoring; **EnTT** for the runtime ECS. JSON authoring data, stable IDs, and cooked binary assets for export.
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- A custom **Vulkan 1.3** backend, RenderGraph, and renderer. The backend calls Vulkan directly; gameplay uses Faset APIs. **Slang** compiles shaders, including compatible HLSL, to SPIR-V. The baseline renderer does not require ray tracing.
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- **SDL3** behind Faset's platform API; **Box2D** and **Box3D** for physics.
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@@ -39,7 +39,7 @@ This README is in English. The current planning documents, studies, and research
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- **Editor-only MCP:** authoring, assets, import, builds, export, Play/Stop, and editor diagnostics. MCP is absent from the Player and exported games.
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- Standard, **unmodified Blender**, glTF/GLB import, and an optional add-on for convenient export and stable IDs.
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The MVP provides two small games, one 2D and one 3D, with scene editing, C++ behavior, physics, Play and standalone export. Lua, GPU-driven rendering, HZB, advanced shadows, temporal reconstruction and dynamic global illumination follow this baseline.
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The MVP provides two small games, one 2D and one 3D, with scene editing, C++ behavior, physics, Play and standalone export. A [Lua-only example](examples/lua) demonstrates the optional scripting module. GPU-driven rendering, HZB, advanced shadows, temporal reconstruction and dynamic global illumination follow this baseline.
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## Run the research map
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