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Faset is an independent engine project for desktop **2D and 3D games on Linux and Windows**. Its priorities are a custom editor that is comfortable to use by hand and through MCP, integration with Blender, and a path toward advanced graphics.
**Current status: the C++ MVP is accepted for the recorded Linux and Windows test profiles; Lua and P2 GPU visibility were added afterward.** The MVP includes the native Editor, shared GUI/MCP authoring, gameplay builds, Vulkan Player, Blender import and standalone export. Both playable games passed Release export and relocated execution on both operating systems. P2 adds optional GPU frustum and two-pass HZB occlusion modes, fixed indirect mesh bins, prepared mesh LOD selection, and an Editor HZB diagnostic view. Direct remains the default and comparison reference; an exported Player can explicitly select a mode with `--visibility direct|gpu-frustum|gpu-occlusion`. P2 GPU acceptance and measurements cover the Linux reference device, with a separate software-Vulkan functional check; Windows P2 functional checks passed on pinned SwiftShader; physical Windows GPUs and broader driver families remain untested. The first Debug/validation benchmark exposed slow GPU culling; device-local outputs and a bounded atomic append improved the same synthetic workloads in the repeat. Neither run establishes a general game-speed benefit. Windows MVP graphics acceptance used software Vulkan. See the [MVP acceptance dossier](docs/validation/mvp-acceptance.md), [P2 Linux evidence](docs/validation/p2-gpu-visibility-2026-09-23/README.md), [P2 SwiftShader compatibility](docs/validation/p2-swiftshader-2026-09-23/README.md), [P2 acceptance protocol](docs/studies/19-p2-gpu-visibility-acceptance.md), [initial benchmark](docs/studies/20-p2-gpu-visibility-benchmark-2026-09-23.md), [optimized benchmark](docs/studies/21-p2-gpu-visibility-optimization-2026-09-23.md), and [implementation checkpoints](docs/IMPLEMENTATION.md) for exact scope and limits.
**Current status: the C++ MVP is accepted for the recorded Linux and Windows test profiles; P1–P3 have since added Lua and faster iteration, GPU visibility, authored lighting and shadows, and optional temporal rendering.** The MVP includes the native Editor, shared GUI/MCP authoring, gameplay builds, Vulkan Player, Blender import and standalone export. P1 supplies verified build/package reuse, structured compiler diagnostics, C++/Lua starters and safe scene autosave. P2 adds GPU frustum and two-pass HZB occlusion, fixed indirect mesh bins and prepared mesh LOD selection; Direct remains the default and reference. P3 adds directional/point/spot lights, bounded sun/local shadow atlases, an explicit tiled Forward+ path, 1:1 TAA and lower-resolution temporal upscaling. `Auto` lighting keeps the forward path on the measured dense scene; TAA/Upscale remain opt-in and need game-specific image and timing checks. The clean Linux Release reference met the original 2D/3D timing budgets but exceeded the 20 MiB explicit Vulkan allocation target because of the shadow atlases. Linux physical-GPU and Windows software-Vulkan checks have distinct scope; physical Windows GPUs and broader driver families remain untested. See the [MVP dossier](docs/validation/mvp-acceptance.md), [P1 Release reference](docs/validation/p1-iteration-2026-09-24/final-release/README.md), [P2 evidence](docs/validation/p2-gpu-visibility-2026-09-23/README.md), [P3 lighting](docs/validation/p3-lighting-2026-09-24/README.md), [P3 temporal](docs/validation/p3-temporal-2026-09-24/README.md), and [implementation journal](docs/IMPLEMENTATION.md) for exact revisions and limits.
## Start here
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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.
- Standard, **unmodified Blender**, glTF/GLB import, and an optional add-on for convenient export and stable IDs.
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. P2 GPU visibility applies to opaque static meshes; ordered sprites/UI and the shadow pass keep their separate rendering paths. Its LOD policy chooses among meshes supplied by the project; the Editor and Player report the effective visibility mode if device capabilities force a fallback. Automatic LOD generation, advanced shadows, temporal reconstruction and dynamic global illumination remain future work. See [profiling guidance](docs/manual/editor/profiling.md) before interpreting full-frame measurements.
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. P2 GPU visibility applies to opaque static meshes; ordered sprites/UI and shadow passes keep their separate rendering paths. P3 temporal modes render UI at output resolution after scene reconstruction. Automatic LOD generation, virtual shadow maps and dynamic global illumination remain future work. See [lighting](docs/manual/editor/lighting.md), [temporal rendering](docs/manual/editor/temporal.md) and [profiling guidance](docs/manual/editor/profiling.md) before interpreting full-frame measurements.
## Run the research map
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# Документация Faset Engine
Актуализировано 18.09.2026. C++ MVP реализован и принят в зафиксированных профилях Linux и Windows; результаты и пределы проверок — в [досье приёмки](validation/mvp-acceptance.md). Manual описывает текущие функции, PLAN отделяет их от следующих этапов.
Актуализировано 24.09.2026. C++ MVP реализован и принят в зафиксированных профилях Linux и Windows; после него добавлены P1–P3. Результаты и пределы проверок находятся в [досье MVP](validation/mvp-acceptance.md), [P1 Release reference](validation/p1-iteration-2026-09-24/final-release/README.md), [P3 lighting](validation/p3-lighting-2026-09-24/README.md) и [P3 temporal](validation/p3-temporal-2026-09-24/README.md). Manual описывает текущие функции, PLAN отделяет их от следующих этапов.
## Канонические документы
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- [18 — Сборка и доставка](18-build-cook-and-delivery.md): инкрементальность, cache, состав Player и единый BuildService.
- [19 — P2 GPU visibility: протокол приёмки](19-p2-gpu-visibility-acceptance.md): GPU-сценарии, допуски сравнения и методика измерений; отделяет проверку реализации от предложений исследования 15.
- [20 — P2 GPU visibility: первый benchmark](20-p2-gpu-visibility-benchmark-2026-09-23.md): три запуска, raw CSV, p50/p95 и границы интерпретации на Linux reference GPU.
- [22 — P3 light scaling and Forward+ decision](22-p3-lighting-benchmark-2026-09-24.md): Release-замеры 0–128 источников света, все три режима видимости, raw CSV и проверка порога для Forward+.
- [21 — P2 GPU visibility: оптимизация MainCull](21-p2-gpu-visibility-optimization-2026-09-23.md): отдельные измерения переноса выходных буферов в память GPU и замены CAS-цикла на atomic add.
- [22 — P3 light scaling and Forward+ decision](22-p3-lighting-benchmark-2026-09-24.md): Release-замеры 0–128 источников света, все три режима видимости, raw CSV и проверка порога для Forward+.
- [23 — P3 Forward+: корректность и стоимость](23-p3-forward-plus-2026-09-24.md): сравнение полной цены построения плиток и рисования на плотной и локализованной сценах, raw CSV и точный shader/binary provenance.
- [24 — P3 integrated Forward+ decision](24-p3-integrated-forward-plus-2026-09-24.md): повтор 7 560 кадров на чистой совмещённой ревизии P1+P3, обе shadow-конфигурации, плотная и локализованная сцены; `Auto` остаётся forward.
## Происхождение и воспроизводимость