Add optional Lua scripting module, examples, and validation

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emil28092005
2026-09-18 11:28:50 +03:00
parent 06210aac23
commit 5a67735ff4
45 changed files with 3887 additions and 92 deletions
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@@ -9,10 +9,11 @@ and how those functions interact with scenes, physics, and the editor.
Blender import and standalone Linux/Windows export. Acceptance used a physical
Linux GPU and software Vulkan on Windows. See the
[acceptance dossier](https://github.com/emil28092005/Faset_Engine/blob/main/docs/validation/mvp-acceptance.md)
for exact source revisions and coverage limits. Lua and advanced graphics remain
later milestones.
for exact source revisions and coverage limits. The optional Lua module is
documented separately; those historical acceptance results do not certify later
changes. Advanced graphics remain later milestones.
Start with [how C++ gameplay works](scripting/index.md), then read
Start with [how gameplay works](scripting/index.md), then read
[frame and physics updates](scripting/lifecycle.md). See
[Build from source](getting-started/build.md) for the toolchain and build commands.
@@ -30,7 +31,9 @@ The manual grows alongside tested engine capabilities, in this order:
5. Work with scene templates, assets, and references.
6. Import from Blender and export a standalone game.
Lua is planned after the C++ foundation. It is not a current scripting option.
For interpreted gameplay, follow [Lua gameplay](scripting/lua.md): declare component
fields, write callbacks, and reload scripts during development Play. The Lua-only
example in `examples/lua` uses the same physics and scene model as the C++ tutorials.
## Preview this manual