Checkpoint 1: implement native subsystems and begin the gameplay manual
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# Faset Engine Manual
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Faset is a C++ engine for desktop 2D and 3D games on Linux and Windows.
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This manual focuses on writing gameplay: small working examples, the functions they use,
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and how those functions interact with scenes, physics, and the editor.
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!!! warning "Development status"
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MVP implementation is in progress. A planned feature is not a working feature.
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Individual guides state their prerequisites and validation status. The current
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foundation can be built and tested; a complete editor and game export are not yet available.
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Start with [how C++ 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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The engine, editor, built-in diagnostics, and API identifiers use English.
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Your game content and project text can use other languages.
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## Learning path
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The manual grows alongside tested engine capabilities, in this order:
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1. Build and run an example game.
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2. Create a C++ behavior and expose a property in the Inspector.
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3. Handle input and move a character.
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4. Use physics, collision events, and deferred object creation.
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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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## Preview this manual
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From the repository root, create a Python virtual environment and install the pinned documentation tools:
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```sh
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python3 -m venv .cache/docs-venv
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.cache/docs-venv/bin/python -m pip install -r docs/requirements.txt
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.cache/docs-venv/bin/python -m mkdocs serve
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```
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On Windows, use `py -m venv .cache/docs-venv` and
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`.cache/docs-venv/Scripts/python.exe` in place of the Unix interpreter path.
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The manual also remains readable directly as Markdown in the repository.
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