Add optional Lua scripting module, examples, and validation
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@@ -9,10 +9,11 @@ and how those functions interact with scenes, physics, and the editor.
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Blender import and standalone Linux/Windows export. Acceptance used a physical
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Linux GPU and software Vulkan on Windows. See the
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[acceptance dossier](https://github.com/emil28092005/Faset_Engine/blob/main/docs/validation/mvp-acceptance.md)
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for exact source revisions and coverage limits. Lua and advanced graphics remain
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later milestones.
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for exact source revisions and coverage limits. The optional Lua module is
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documented separately; those historical acceptance results do not certify later
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changes. Advanced graphics remain later milestones.
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Start with [how C++ gameplay works](scripting/index.md), then read
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Start with [how gameplay works](scripting/index.md), then read
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[frame and physics updates](scripting/lifecycle.md). See
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[Build from source](getting-started/build.md) for the toolchain and build commands.
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@@ -30,7 +31,9 @@ The manual grows alongside tested engine capabilities, in this order:
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5. Work with scene templates, assets, and references.
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6. Import from Blender and export a standalone game.
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Lua is planned after the C++ foundation. It is not a current scripting option.
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For interpreted gameplay, follow [Lua gameplay](scripting/lua.md): declare component
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fields, write callbacks, and reload scripts during development Play. The Lua-only
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example in `examples/lua` uses the same physics and scene model as the C++ tutorials.
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## Preview this manual
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