Checkpoint 3: deliver playable samples and complete native authoring workflows

This commit is contained in:
Emil
2026-09-18 04:29:41 +03:00
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.faset/
Exports/
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# Collect & Escape 2D
A small playable project using the real Faset C++ gameplay module and Box2D adapter. All geometry is built in, so this project does not need an asset import or Blender installation.
## Play
Open it from the repository root with a built Editor:
```bash
build/linux-debug/faset_editor --project examples/projects/collect-2d
```
Use **Play** to build this project's `Scripts/Gameplay.cpp` and start a separate Player. On Windows use your Windows build directory and `faset_editor.exe`. First complete the engine build setup in the User Manual.
For a direct Player build on Linux, from the repository root:
```bash
cmake -S . -B build/collect-2d -G Ninja \
-DCMAKE_BUILD_TYPE=Debug \
-DCMAKE_C_COMPILER=clang -DCMAKE_CXX_COMPILER=clang++ \
-DFASET_GAMEPLAY_SOURCE_DIR="$PWD/examples/projects/collect-2d/Scripts"
cmake --build build/collect-2d --target faset_player faset_schema_exporter
build/collect-2d/faset_player --scene examples/projects/collect-2d/Scenes/main.scene.json
```
On Windows use a Developer shell with `clang-cl` and the Windows SDK, select `clang-cl` for both compiler options, and give `FASET_GAMEPLAY_SOURCE_DIR` an absolute path.
## Objective and controls
- A/D or left/right arrows move on X.
- **Space** jumps while a native contact supports the player block.
- Collect all three **gold cubes**. Jump onto the raised platform for the middle pickup.
- Each pickup moves to the progress display. After all three, the **red physical gate** moves out of the level.
- Reach the **green exit** to reveal the large gold victory marker. Movement stops after completion.
- **E** restores the player, pickups, gate, and victory state. Falling below the level also resets the round.
- **P** pauses, **N** advances one fixed tick, and **Escape** closes the Player.
The Player window title and console identify the controls and objective; the game uses geometric progress markers rather than a text HUD. The player is a dynamic box with zero friction, not an articulated character controller. It can rotate after impacts.
## Inspect and change the game
`project.faset.json` chooses `Scenes/main.scene.json`. The scene stores object/component IDs, transforms, physics settings, and entity references in the collector component. `Scripts/Gameplay.cpp` owns the round's transient C++ state and registers its editable schema. `speed` and `jump_speed` use metres per second.
Change JSON and restart Play to see new level data. Change C++ or its schema, then stop, build, and restart; C++ hot reload is not implemented. Runtime pickup progress does not rewrite the authoring scene or create Undo entries.
## Verify
The normal test build creates `faset_example_2d_tests`. It compiles this exact module, follows a route using movement/jump input, collects the elevated pickup, opens the gate, reaches the exit, resets the round, and restarts the scene. It does not teleport to pass the objective.
```bash
cmake --build build/linux-debug --target faset_example_2d_tests
ctest --test-dir build/linux-debug -R '^playable_2d$' --output-on-failure
```
The runtime test is independent of graphics. A Player run additionally requires the supported Vulkan platform setup. The Editor's Export action creates a separate Release build and a cooked standalone generation; run that generation's Player from its export directory.
@@ -0,0 +1,659 @@
{
"format": "faset.scene",
"version": 1,
"id": "example-collect-2d-scene",
"name": "Collect & Escape 2D \u2014 WASD / Space / E reset",
"dimension": 2,
"simulation": {
"fixed_delta": 0.016666666666666666,
"max_catch_up_ticks": 4,
"physics_substeps": 4,
"gravity": [
0,
-9.81,
0
]
},
"entities": [
{
"id": "floor",
"name": "Ground",
"parent": null,
"components": [
{
"id": "floor-faset.transform",
"type": "faset.transform",
"version": 1,
"fields": {
"position": [
0,
-0.75,
0
],
"rotation": [
0,
0,
0
],
"scale": [
1,
1,
1
]
}
},
{
"id": "floor-faset.sprite",
"type": "faset.sprite",
"version": 1,
"fields": {
"color": [
0.2,
0.3,
0.39,
1
],
"size": [
21,
0.5
],
"texture": "",
"layer": 0
}
},
{
"id": "floor-faset.rigid_body_2d",
"type": "faset.rigid_body_2d",
"version": 1,
"fields": {
"body_type": "static",
"half_extents": [
10.5,
0.25
],
"density": 1,
"friction": 0.4,
"restitution": 0,
"gravity_scale": 1
}
}
]
},
{
"id": "platform",
"name": "Jump platform",
"parent": null,
"components": [
{
"id": "platform-faset.transform",
"type": "faset.transform",
"version": 1,
"fields": {
"position": [
0,
0,
0
],
"rotation": [
0,
0,
0
],
"scale": [
1,
1,
1
]
}
},
{
"id": "platform-faset.sprite",
"type": "faset.sprite",
"version": 1,
"fields": {
"color": [
0.35,
0.44,
0.55,
1
],
"size": [
2,
1
],
"texture": "",
"layer": 0
}
},
{
"id": "platform-faset.rigid_body_2d",
"type": "faset.rigid_body_2d",
"version": 1,
"fields": {
"body_type": "static",
"half_extents": [
1.0,
0.5
],
"density": 1,
"friction": 0.4,
"restitution": 0,
"gravity_scale": 1
}
}
]
},
{
"id": "left-wall",
"name": "Left boundary",
"parent": null,
"components": [
{
"id": "left-wall-faset.transform",
"type": "faset.transform",
"version": 1,
"fields": {
"position": [
-10.25,
1,
0
],
"rotation": [
0,
0,
0
],
"scale": [
1,
1,
1
]
}
},
{
"id": "left-wall-faset.sprite",
"type": "faset.sprite",
"version": 1,
"fields": {
"color": [
0.2,
0.3,
0.39,
1
],
"size": [
0.5,
3.5
],
"texture": "",
"layer": 0
}
},
{
"id": "left-wall-faset.rigid_body_2d",
"type": "faset.rigid_body_2d",
"version": 1,
"fields": {
"body_type": "static",
"half_extents": [
0.25,
1.75
],
"density": 1,
"friction": 0.4,
"restitution": 0,
"gravity_scale": 1
}
}
]
},
{
"id": "right-wall",
"name": "Right boundary",
"parent": null,
"components": [
{
"id": "right-wall-faset.transform",
"type": "faset.transform",
"version": 1,
"fields": {
"position": [
10.25,
1,
0
],
"rotation": [
0,
0,
0
],
"scale": [
1,
1,
1
]
}
},
{
"id": "right-wall-faset.sprite",
"type": "faset.sprite",
"version": 1,
"fields": {
"color": [
0.2,
0.3,
0.39,
1
],
"size": [
0.5,
3.5
],
"texture": "",
"layer": 0
}
},
{
"id": "right-wall-faset.rigid_body_2d",
"type": "faset.rigid_body_2d",
"version": 1,
"fields": {
"body_type": "static",
"half_extents": [
0.25,
1.75
],
"density": 1,
"friction": 0.4,
"restitution": 0,
"gravity_scale": 1
}
}
]
},
{
"id": "token_1",
"name": "Gold pickup 1",
"parent": null,
"components": [
{
"id": "token_1-faset.transform",
"type": "faset.transform",
"version": 1,
"fields": {
"position": [
-5,
0.35,
0
],
"rotation": [
0,
0,
0
],
"scale": [
1,
1,
1
]
}
},
{
"id": "token_1-faset.sprite",
"type": "faset.sprite",
"version": 1,
"fields": {
"color": [
1,
0.68,
0.14,
1
],
"size": [
0.5,
0.5
],
"texture": "",
"layer": 0
}
}
]
},
{
"id": "token_2",
"name": "Gold pickup 2",
"parent": null,
"components": [
{
"id": "token_2-faset.transform",
"type": "faset.transform",
"version": 1,
"fields": {
"position": [
0,
1.35,
0
],
"rotation": [
0,
0,
0
],
"scale": [
1,
1,
1
]
}
},
{
"id": "token_2-faset.sprite",
"type": "faset.sprite",
"version": 1,
"fields": {
"color": [
1,
0.68,
0.14,
1
],
"size": [
0.5,
0.5
],
"texture": "",
"layer": 0
}
}
]
},
{
"id": "token_3",
"name": "Gold pickup 3",
"parent": null,
"components": [
{
"id": "token_3-faset.transform",
"type": "faset.transform",
"version": 1,
"fields": {
"position": [
5,
0.35,
0
],
"rotation": [
0,
0,
0
],
"scale": [
1,
1,
1
]
}
},
{
"id": "token_3-faset.sprite",
"type": "faset.sprite",
"version": 1,
"fields": {
"color": [
1,
0.68,
0.14,
1
],
"size": [
0.5,
0.5
],
"texture": "",
"layer": 0
}
}
]
},
{
"id": "gate",
"name": "Collect all three to open",
"parent": null,
"components": [
{
"id": "gate-faset.transform",
"type": "faset.transform",
"version": 1,
"fields": {
"position": [
7,
1,
0
],
"rotation": [
0,
0,
0
],
"scale": [
1,
1,
1
]
}
},
{
"id": "gate-faset.sprite",
"type": "faset.sprite",
"version": 1,
"fields": {
"color": [
0.9,
0.23,
0.16,
1
],
"size": [
0.45,
3
],
"texture": "",
"layer": 0
}
},
{
"id": "gate-faset.rigid_body_2d",
"type": "faset.rigid_body_2d",
"version": 1,
"fields": {
"body_type": "static",
"half_extents": [
0.225,
1.5
],
"density": 1,
"friction": 0.4,
"restitution": 0,
"gravity_scale": 1
}
}
]
},
{
"id": "goal",
"name": "Green exit",
"parent": null,
"components": [
{
"id": "goal-faset.transform",
"type": "faset.transform",
"version": 1,
"fields": {
"position": [
8.5,
0.15,
0
],
"rotation": [
0,
0,
0
],
"scale": [
1,
1,
1
]
}
},
{
"id": "goal-faset.sprite",
"type": "faset.sprite",
"version": 1,
"fields": {
"color": [
0.15,
0.9,
0.47,
1
],
"size": [
0.85,
0.3
],
"texture": "",
"layer": 0
}
}
]
},
{
"id": "win_marker",
"name": "Victory marker",
"parent": null,
"components": [
{
"id": "win_marker-faset.transform",
"type": "faset.transform",
"version": 1,
"fields": {
"position": [
8.5,
3.0,
0
],
"rotation": [
0,
0,
0
],
"scale": [
1,
1,
1
]
}
},
{
"id": "win_marker-faset.sprite",
"type": "faset.sprite",
"version": 1,
"fields": {
"color": [
1,
0.68,
0.14,
1
],
"size": [
1,
1
],
"texture": "",
"layer": 0
}
}
]
},
{
"id": "player",
"name": "Blue player block",
"parent": null,
"components": [
{
"id": "player-faset.transform",
"type": "faset.transform",
"version": 1,
"fields": {
"position": [
-8,
0,
0
],
"rotation": [
0,
0,
0
],
"scale": [
1,
1,
1
]
}
},
{
"id": "player-faset.sprite",
"type": "faset.sprite",
"version": 1,
"fields": {
"color": [
0.12,
0.65,
1,
1
],
"size": [
1,
1
],
"texture": "",
"layer": 0
}
},
{
"id": "player-faset.rigid_body_2d",
"type": "faset.rigid_body_2d",
"version": 1,
"fields": {
"body_type": "dynamic",
"half_extents": [
0.5,
0.5
],
"density": 1,
"friction": 0,
"restitution": 0,
"gravity_scale": 1
}
},
{
"id": "player-example.collector_2d",
"type": "example.collector_2d",
"version": 1,
"fields": {
"speed": 4,
"jump_speed": 6,
"gate": "gate",
"goal": "goal",
"win_marker": "win_marker",
"token_1": "token_1",
"token_2": "token_2",
"token_3": "token_3"
}
}
]
}
],
"instances": []
}
@@ -0,0 +1,157 @@
#include "Gameplay.hpp"
#include <algorithm>
#include <array>
#include <cmath>
#include <iostream>
#include <map>
#include <stdexcept>
#include <tuple>
namespace faset::gameplay {
namespace {
constexpr bool is3D = false;
constexpr const char* collectorType = "example.collector_2d";
using Key = std::tuple<std::uint64_t, std::uint32_t, std::uint64_t>;
Key key(runtime::EntityHandle handle) {
return {handle.session, handle.slot, handle.generation};
}
struct Round {
runtime::Transform spawn, gatePose, victoryPose;
runtime::EntityHandle gate, goal, victory;
std::array<runtime::EntityHandle, 3> tokens;
std::array<runtime::Transform, 3> tokenPoses;
std::array<bool, 3> collected{};
bool won{};
bool gateOpened{};
};
float distance(runtime::Vec3 a, runtime::Vec3 b) {
const float x = a[0] - b[0], y = a[1] - b[1], z = is3D ? a[2] - b[2] : 0;
return std::sqrt(x * x + y * y + z * z);
}
void reset(runtime::Runtime& game, runtime::EntityHandle self, Round& round) {
game.teleport(self, round.spawn);
game.setVelocity(self, {0, 0, 0});
game.teleport(round.gate, round.gatePose);
for (std::size_t i = 0; i < 3; ++i)
game.setTransform(round.tokens[i], round.tokenPoses[i]);
auto hidden = round.victoryPose;
hidden.position[1] = -50;
game.setTransform(round.victory, hidden);
round.collected = {};
round.won = false;
round.gateOpened = false;
std::cout << "New round: collect the three gold cubes, then reach the green exit. E resets.\n";
}
} // namespace
void registerGameplay(runtime::Runtime& world) {
auto rounds = std::make_shared<std::map<Key, Round>>();
runtime::Behavior collector;
collector.onStart = [rounds](runtime::Runtime& game, runtime::EntityHandle self, double) {
const auto fields = game.fields(self, collectorType);
Round round;
round.spawn = game.transform(self);
auto resolve = [&](const char* field) {
const auto handle = game.find(fields.at(field).get<std::string>());
if (!game.valid(handle))
throw std::runtime_error(std::string("Missing level reference: ") + field);
return handle;
};
round.gate = resolve("gate");
round.goal = resolve("goal");
round.victory = resolve("win_marker");
round.gatePose = game.transform(round.gate);
round.victoryPose = game.transform(round.victory);
for (std::size_t i = 0; i < 3; ++i) {
const auto field = "token_" + std::to_string(i + 1);
round.tokens[i] = resolve(field.c_str());
round.tokenPoses[i] = game.transform(round.tokens[i]);
}
auto& stored = rounds->insert_or_assign(key(self), std::move(round)).first->second;
reset(game, self, stored);
};
collector.onDestroy = [rounds](runtime::Runtime&, runtime::EntityHandle self, double) {
rounds->erase(key(self));
};
collector.fixedUpdate = [rounds](runtime::Runtime& game, runtime::EntityHandle self, double) {
auto& round = rounds->at(key(self));
const auto input = game.input();
const auto position = game.transform(self).position;
if (input.interactPressed || position[1] < -8) {
reset(game, self, round);
return;
}
const auto fields = game.fields(self, collectorType);
auto velocity = game.velocity(self);
float x = input.horizontal, z = is3D ? -input.vertical : 0;
const float length = std::sqrt(x * x + z * z);
if (length > 1) {
x /= length;
z /= length;
}
const auto speed = fields.value("speed", 4.0f);
velocity[0] = round.won ? 0 : x * speed;
if (is3D)
velocity[2] = round.won ? 0 : z * speed;
if (!round.won && input.jumpPressed && game.grounded(self))
velocity[1] = fields.value("jump_speed", 6.0f);
game.setVelocity(self, velocity);
if (round.won)
return;
for (std::size_t i = 0; i < 3; ++i)
if (!round.collected[i] && distance(position, round.tokenPoses[i].position) < 0.95f) {
round.collected[i] = true;
auto display = round.tokenPoses[i];
display.position = is3D ? runtime::Vec3{6, 2 + float(i) * 0.8f, -4}
: runtime::Vec3{-1.2f + float(i) * 1.2f, 4.5f, 0};
game.setTransform(round.tokens[i], display);
std::cout << "Collected "
<< std::count(round.collected.begin(), round.collected.end(), true)
<< "/3\n";
}
if (std::all_of(round.collected.begin(), round.collected.end(),
[](bool value) { return value; })) {
if (!round.gateOpened) {
auto open = round.gatePose;
open.position[1] = -30;
game.teleport(round.gate, open);
round.gateOpened = true;
}
if (distance(position, game.transform(round.goal).position) < 1.0f) {
round.won = true;
game.setTransform(round.victory, round.victoryPose);
std::cout << "Level complete! The gold victory marker is visible. Press E to play "
"again.\n";
}
}
};
world.registerBehavior(collectorType, std::move(collector));
}
nlohmann::json schema() {
nlohmann::json fields = {{"speed",
{{"id", "speed"},
{"name", "Move speed"},
{"type", "number"},
{"default", 4.0},
{"min", 0.0},
{"units", "m/s"}}},
{"jump_speed",
{{"id", "jump_speed"},
{"name", "Jump speed"},
{"type", "number"},
{"default", 6.0},
{"min", 0.0},
{"units", "m/s"}}}};
for (const auto* id : {"gate", "goal", "win_marker", "token_1", "token_2", "token_3"})
fields[id] = {{"id", id}, {"name", id}, {"type", "entity_ref"}, {"default", id}};
auto types = nlohmann::json::array({{{"id", collectorType},
{"name", "Collect three and escape"},
{"version", 1},
{"fields", std::move(fields)}}});
return types;
}
} // namespace faset::gameplay
@@ -0,0 +1,7 @@
#pragma once
#include <faset/runtime/Runtime.hpp>
namespace faset::gameplay {
void registerGameplay(runtime::Runtime& world);
nlohmann::json schema();
} // namespace faset::gameplay
@@ -0,0 +1,8 @@
{
"format": "faset.project",
"version": 1,
"id": "example-collect-2d-project",
"name": "Collect & Escape 2D",
"dimension": 2,
"start_scene": "Scenes/main.scene.json"
}
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.faset/
Exports/
@@ -0,0 +1,50 @@
"""Recreate the demo's original exit arch with an unmodified Blender 4.5+.
Run: blender --background --factory-startup --python create.py -- ENGINE_ROOT
"""
import pathlib
import sys
import uuid
import bpy
root = pathlib.Path(sys.argv[sys.argv.index('--') + 1]).resolve()
output = pathlib.Path(__file__).resolve().parent
sys.path.insert(0, str(root / 'tools'))
import blender_addon
from blender_addon.bundle import publish_bundle
blender_addon.register()
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete(use_global=False)
material = bpy.data.materials.new('Weathered stone')
material.diffuse_color = (0.22, 0.29, 0.34, 1)
material.use_nodes = True
shader = material.node_tree.nodes.get('Principled BSDF')
shader.inputs['Base Color'].default_value = material.diffuse_color
shader.inputs['Metallic'].default_value = 0.08
shader.inputs['Roughness'].default_value = 0.8
material['faset_id'] = '08046276-106a-4aeb-80f1-d4f02a2ffdc1'
namespace = uuid.UUID('73023ab9-8fe6-4d56-b136-c25c51510b72')
for name, position, size in [
('Left post', (0, -1.3, 1.45), (0.45, 0.35, 2.9)),
('Right post', (0, 1.3, 1.45), (0.45, 0.35, 2.9)),
('Lintel', (0, 0, 3.0), (0.52, 3.0, 0.35)),
]:
bpy.ops.mesh.primitive_cube_add(location=position)
obj = bpy.context.object
obj.name = name
obj.dimensions = size
bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
obj.data.materials.append(material)
obj['faset_id'] = str(uuid.uuid5(namespace, name))
obj.data['faset_id'] = str(uuid.uuid5(namespace, name + ' mesh'))
bevel = obj.modifiers.new('Small stone bevel', 'BEVEL')
bevel.width = 0.06
bevel.segments = 1
bpy.context.scene['faset_asset_id'] = '5832763b-3ed0-44d6-9088-0b524f196a91'
bpy.ops.wm.save_as_mainfile(filepath=str(output / 'source.blend'))
raw = output / 'arch.glb'
bpy.ops.export_scene.gltf(filepath=str(raw), export_format='GLB', export_extras=True,
export_yup=True, export_animations=False, export_materials='EXPORT', use_active_scene=True)
publish_bundle(raw, output, bpy.context.scene['faset_asset_id'], bpy.app.version_string, 'source.blend')
raw.unlink()
print('Faset exit arch recreated')
@@ -0,0 +1,69 @@
{
"asset_id": "5832763b-3ed0-44d6-9088-0b524f196a91",
"exporter": {
"addon_version": "0.1.0",
"blender_version": "4.5.3 LTS"
},
"files": [
{
"path": "payload/ee6c748a212905fc9c465cbe95c033e94b80be643624f4f240ad5353761205b3.glb",
"sha256": "ee6c748a212905fc9c465cbe95c033e94b80be643624f4f240ad5353761205b3",
"size": 5556
}
],
"generation": "7000c0ddc0ef38a87a6bfa1833b757df648aecfbdc3c304036028ba7f530a121",
"outputs": [
{
"kind": "node",
"locator": "/nodes/0",
"name": "Left post",
"source_id": "4fbe8b04-1247-5088-a438-934d4e26c532"
},
{
"kind": "node",
"locator": "/nodes/1",
"name": "Right post",
"source_id": "3f82eddf-7169-590e-9116-77f91d809972"
},
{
"kind": "node",
"locator": "/nodes/2",
"name": "Lintel",
"source_id": "49b46a7c-9ae3-54c1-8e4f-ad4efe627330"
},
{
"kind": "mesh",
"locator": "/meshes/0",
"name": "Cube.001",
"source_id": "b359b954-1c3e-5ae9-a127-ce251b05193e"
},
{
"kind": "mesh",
"locator": "/meshes/1",
"name": "Cube.002",
"source_id": "0a83245a-e502-5fd8-978d-dd65931238a3"
},
{
"kind": "mesh",
"locator": "/meshes/2",
"name": "Cube.003",
"source_id": "6f6587d4-1d8e-56b5-9ec6-afbd6ac51e55"
},
{
"kind": "material",
"locator": "/materials/0",
"name": "Weathered stone",
"source_id": "08046276-106a-4aeb-80f1-d4f02a2ffdc1"
}
],
"recipe": {
"export_animations": false,
"export_extras": true,
"export_yup": true,
"profile": "faset-gltf-static-v1"
},
"schema_version": 1,
"source": {
"path_hint": "source.blend"
}
}
@@ -0,0 +1,5 @@
{
"asset_id": "5832763b-3ed0-44d6-9088-0b524f196a91",
"schema_version": 1,
"settings": {}
}
+80
View File
@@ -0,0 +1,80 @@
# Collect & Escape 3D
A small playable project using the real Faset C++ gameplay module and Box3D adapter. The exit arch is an original Blender asset included as a GLB bundle, source `.blend`, and reproducible Blender script. Importing the included bundle does not require Blender. Gameplay geometry and physics use built-in primitives.
## Play
Import the included Blender bundle once (repeat after clearing the project cache), then open the project from the repository root:
```bash
build/linux-debug/faset_editor --project examples/projects/collect-3d \
--command '{"name":"faset_import","arguments":{"path":"Assets/exit-arch/manifest.json"}}' --wait
```
You can also import `Assets/exit-arch/manifest.json` from the Editor's Assets panel before Play.
Open the Editor:
```bash
build/linux-debug/faset_editor --project examples/projects/collect-3d
```
Use **Play** to build this project's `Scripts/Gameplay.cpp` and start a separate Player. On Windows use your Windows build directory and `faset_editor.exe`. First complete the engine build setup in the User Manual.
For a direct Player build on Linux, from the repository root:
```bash
cmake -S . -B build/collect-3d -G Ninja \
-DCMAKE_BUILD_TYPE=Debug \
-DCMAKE_C_COMPILER=clang -DCMAKE_CXX_COMPILER=clang++ \
-DFASET_GAMEPLAY_SOURCE_DIR="$PWD/examples/projects/collect-3d/Scripts"
cmake --build build/collect-3d --target faset_player faset_schema_exporter
build/collect-3d/faset_player --scene examples/projects/collect-3d/Scenes/main.scene.json \
--assets examples/projects/collect-3d/.faset/cache
```
On Windows use a Developer shell with `clang-cl` and the Windows SDK, select `clang-cl` for both compiler options, and give `FASET_GAMEPLAY_SOURCE_DIR` an absolute path.
## Objective and controls
- WASD or arrow keys move on world X/Z. W points toward negative Z (away from the camera); diagonal speed is normalized.
- **Space** jumps while a native contact supports the player block.
- Collect all three **gold cubes**. Jump onto the raised platform for the middle pickup.
- Each pickup moves to the progress display. After all three, the **red physical gate** moves out of the level.
- Reach the **green exit** to reveal the large gold victory marker. Movement stops after completion.
- **E** restores the player, pickups, gate, and victory state. Falling below the level also resets the round.
- **P** pauses, **N** advances one fixed tick, and **Escape** closes the Player.
The Player window title and console identify the controls and objective; the game uses geometric progress markers rather than a text HUD. The player is a dynamic box with zero friction, not an articulated character controller. It can rotate after impacts.
## Inspect and change the game
`project.faset.json` chooses `Scenes/main.scene.json`. The scene stores object/component IDs, transforms, physics settings, and entity references in the collector component. `Scripts/Gameplay.cpp` owns the round's transient C++ state and registers its editable schema. `speed` and `jump_speed` use metres per second.
Edit the scene through the Inspector and restart Play to see new level data. Change C++ or its schema, then stop, build, and restart; C++ hot reload is not implemented. Runtime pickup progress does not rewrite the authoring scene or create Undo entries.
The project vendors `Scripts/Extensions/Beacon.hpp` from the engine's extension example. Its separate `example.beacon` schema and callback rotate the pickups and victory marker. This is a C++ header package explicitly registered by the game, not an Editor plugin or automatic reflection.
## Verify
The normal test build creates `faset_example_3d_tests`. It compiles this exact module, follows a route using movement/jump input, collects the elevated pickup, opens the gate, reaches the exit, resets the round, and restarts the scene. It does not teleport to pass the objective.
```bash
cmake --build build/linux-debug --target faset_example_3d_tests
ctest --test-dir build/linux-debug -R '^playable_3d$' --output-on-failure
```
The runtime test is independent of graphics. A Player run additionally requires the supported Vulkan platform setup. The Editor's Export action creates a separate Release build and a cooked standalone generation; run that generation's Player from its export directory.
## Recreate the Blender asset
With an unmodified Blender 4.5 or later and the engine repository as the current directory:
```bash
blender --background --factory-startup --python-exit-code 1 \
--python examples/projects/collect-3d/Assets/exit-arch/create.py -- "$PWD"
```
The script creates the three beveled stone pieces with persistent UUIDs, saves
`source.blend`, and publishes a checksum-verified GLB manifest. Reimport the manifest
after editing it. Placement and gameplay stay in the Faset scene. The arch is visual;
the separate red gate supplies the gameplay collision.
@@ -0,0 +1,845 @@
{
"format": "faset.scene",
"version": 1,
"id": "example-collect-3d-scene",
"name": "Collect & Escape 3D \u2014 WASD / Space / E reset",
"dimension": 3,
"simulation": {
"fixed_delta": 0.016666666666666666,
"max_catch_up_ticks": 4,
"physics_substeps": 4,
"gravity": [
0,
-9.81,
0
]
},
"entities": [
{
"id": "floor",
"name": "Room floor",
"parent": null,
"components": [
{
"id": "floor-faset.transform",
"type": "faset.transform",
"version": 1,
"fields": {
"position": [
0,
-0.75,
0
],
"rotation": [
0,
0,
0
],
"scale": [
18,
0.5,
12
]
}
},
{
"id": "floor-faset.mesh",
"type": "faset.mesh",
"version": 1,
"fields": {
"asset": "builtin:cube",
"color": [
0.2,
0.3,
0.39,
1
]
}
},
{
"id": "floor-faset.rigid_body_3d",
"type": "faset.rigid_body_3d",
"version": 1,
"fields": {
"body_type": "static",
"half_extents": [
0.5,
0.5,
0.5
],
"density": 1,
"friction": 0.4,
"restitution": 0,
"gravity_scale": 1
}
}
]
},
{
"id": "platform",
"name": "Jump platform",
"parent": null,
"components": [
{
"id": "platform-faset.transform",
"type": "faset.transform",
"version": 1,
"fields": {
"position": [
-1,
0,
0
],
"rotation": [
0,
0,
0
],
"scale": [
2,
1,
2
]
}
},
{
"id": "platform-faset.mesh",
"type": "faset.mesh",
"version": 1,
"fields": {
"asset": "builtin:cube",
"color": [
0.4,
0.45,
0.55,
1
]
}
},
{
"id": "platform-faset.rigid_body_3d",
"type": "faset.rigid_body_3d",
"version": 1,
"fields": {
"body_type": "static",
"half_extents": [
0.5,
0.5,
0.5
],
"density": 1,
"friction": 0.4,
"restitution": 0,
"gravity_scale": 1
}
}
]
},
{
"id": "back-wall",
"name": "Back wall",
"parent": null,
"components": [
{
"id": "back-wall-faset.transform",
"type": "faset.transform",
"version": 1,
"fields": {
"position": [
0,
0,
-6
],
"rotation": [
0,
0,
0
],
"scale": [
18,
1,
0.4
]
}
},
{
"id": "back-wall-faset.mesh",
"type": "faset.mesh",
"version": 1,
"fields": {
"asset": "builtin:cube",
"color": [
0.2,
0.3,
0.39,
1
]
}
},
{
"id": "back-wall-faset.rigid_body_3d",
"type": "faset.rigid_body_3d",
"version": 1,
"fields": {
"body_type": "static",
"half_extents": [
0.5,
0.5,
0.5
],
"density": 1,
"friction": 0.4,
"restitution": 0,
"gravity_scale": 1
}
}
]
},
{
"id": "left-wall",
"name": "Left wall",
"parent": null,
"components": [
{
"id": "left-wall-faset.transform",
"type": "faset.transform",
"version": 1,
"fields": {
"position": [
-9,
0,
0
],
"rotation": [
0,
0,
0
],
"scale": [
0.4,
1,
12
]
}
},
{
"id": "left-wall-faset.mesh",
"type": "faset.mesh",
"version": 1,
"fields": {
"asset": "builtin:cube",
"color": [
0.2,
0.3,
0.39,
1
]
}
},
{
"id": "left-wall-faset.rigid_body_3d",
"type": "faset.rigid_body_3d",
"version": 1,
"fields": {
"body_type": "static",
"half_extents": [
0.5,
0.5,
0.5
],
"density": 1,
"friction": 0.4,
"restitution": 0,
"gravity_scale": 1
}
}
]
},
{
"id": "right-wall",
"name": "Right wall",
"parent": null,
"components": [
{
"id": "right-wall-faset.transform",
"type": "faset.transform",
"version": 1,
"fields": {
"position": [
9,
0,
0
],
"rotation": [
0,
0,
0
],
"scale": [
0.4,
1,
12
]
}
},
{
"id": "right-wall-faset.mesh",
"type": "faset.mesh",
"version": 1,
"fields": {
"asset": "builtin:cube",
"color": [
0.2,
0.3,
0.39,
1
]
}
},
{
"id": "right-wall-faset.rigid_body_3d",
"type": "faset.rigid_body_3d",
"version": 1,
"fields": {
"body_type": "static",
"half_extents": [
0.5,
0.5,
0.5
],
"density": 1,
"friction": 0.4,
"restitution": 0,
"gravity_scale": 1
}
}
]
},
{
"id": "front-wall",
"name": "Front wall",
"parent": null,
"components": [
{
"id": "front-wall-faset.transform",
"type": "faset.transform",
"version": 1,
"fields": {
"position": [
0,
0,
6
],
"rotation": [
0,
0,
0
],
"scale": [
18,
1,
0.4
]
}
},
{
"id": "front-wall-faset.mesh",
"type": "faset.mesh",
"version": 1,
"fields": {
"asset": "builtin:cube",
"color": [
0.2,
0.3,
0.39,
1
]
}
},
{
"id": "front-wall-faset.rigid_body_3d",
"type": "faset.rigid_body_3d",
"version": 1,
"fields": {
"body_type": "static",
"half_extents": [
0.5,
0.5,
0.5
],
"density": 1,
"friction": 0.4,
"restitution": 0,
"gravity_scale": 1
}
}
]
},
{
"id": "token_1",
"name": "Gold pickup 1",
"parent": null,
"components": [
{
"id": "token_1-faset.transform",
"type": "faset.transform",
"version": 1,
"fields": {
"position": [
-5,
0.35,
-3
],
"rotation": [
0,
0,
0
],
"scale": [
0.5,
0.5,
0.5
]
}
},
{
"id": "token_1-faset.mesh",
"type": "faset.mesh",
"version": 1,
"fields": {
"asset": "builtin:cube",
"color": [
1,
0.68,
0.14,
1
]
}
},
{
"id": "token_1-example.beacon",
"type": "example.beacon",
"version": 1,
"fields": {
"speed": 1.0
}
}
]
},
{
"id": "token_2",
"name": "Gold pickup 2",
"parent": null,
"components": [
{
"id": "token_2-faset.transform",
"type": "faset.transform",
"version": 1,
"fields": {
"position": [
-1,
1.35,
0
],
"rotation": [
0,
0,
0
],
"scale": [
0.5,
0.5,
0.5
]
}
},
{
"id": "token_2-faset.mesh",
"type": "faset.mesh",
"version": 1,
"fields": {
"asset": "builtin:cube",
"color": [
1,
0.68,
0.14,
1
]
}
},
{
"id": "token_2-example.beacon",
"type": "example.beacon",
"version": 1,
"fields": {
"speed": 1.25
}
}
]
},
{
"id": "token_3",
"name": "Gold pickup 3",
"parent": null,
"components": [
{
"id": "token_3-faset.transform",
"type": "faset.transform",
"version": 1,
"fields": {
"position": [
3,
0.35,
3
],
"rotation": [
0,
0,
0
],
"scale": [
0.5,
0.5,
0.5
]
}
},
{
"id": "token_3-faset.mesh",
"type": "faset.mesh",
"version": 1,
"fields": {
"asset": "builtin:cube",
"color": [
1,
0.68,
0.14,
1
]
}
},
{
"id": "token_3-example.beacon",
"type": "example.beacon",
"version": 1,
"fields": {
"speed": 1.5
}
}
]
},
{
"id": "gate",
"name": "Collect all three to open",
"parent": null,
"components": [
{
"id": "gate-faset.transform",
"type": "faset.transform",
"version": 1,
"fields": {
"position": [
6,
1,
-4
],
"rotation": [
0,
0,
0
],
"scale": [
0.45,
3,
3
]
}
},
{
"id": "gate-faset.mesh",
"type": "faset.mesh",
"version": 1,
"fields": {
"asset": "builtin:cube",
"color": [
0.9,
0.23,
0.16,
1
]
}
},
{
"id": "gate-faset.rigid_body_3d",
"type": "faset.rigid_body_3d",
"version": 1,
"fields": {
"body_type": "static",
"half_extents": [
0.5,
0.5,
0.5
],
"density": 1,
"friction": 0.4,
"restitution": 0,
"gravity_scale": 1
}
}
]
},
{
"id": "goal",
"name": "Green exit",
"parent": null,
"components": [
{
"id": "goal-faset.transform",
"type": "faset.transform",
"version": 1,
"fields": {
"position": [
7.5,
0.15,
-4
],
"rotation": [
0,
0,
0
],
"scale": [
0.85,
0.3,
0.85
]
}
},
{
"id": "goal-faset.mesh",
"type": "faset.mesh",
"version": 1,
"fields": {
"asset": "builtin:cube",
"color": [
0.15,
0.9,
0.47,
1
]
}
}
]
},
{
"id": "win_marker",
"name": "Victory marker",
"parent": null,
"components": [
{
"id": "win_marker-faset.transform",
"type": "faset.transform",
"version": 1,
"fields": {
"position": [
7.5,
3.0,
-4
],
"rotation": [
0,
0,
0
],
"scale": [
1,
1,
1
]
}
},
{
"id": "win_marker-faset.mesh",
"type": "faset.mesh",
"version": 1,
"fields": {
"asset": "builtin:cube",
"color": [
1,
0.68,
0.14,
1
]
}
},
{
"id": "win_marker-example.beacon",
"type": "example.beacon",
"version": 1,
"fields": {
"speed": 2
}
}
]
},
{
"id": "player",
"name": "Blue player block",
"parent": null,
"components": [
{
"id": "player-faset.transform",
"type": "faset.transform",
"version": 1,
"fields": {
"position": [
-6,
0,
3
],
"rotation": [
0,
0,
0
],
"scale": [
1,
1,
1
]
}
},
{
"id": "player-faset.mesh",
"type": "faset.mesh",
"version": 1,
"fields": {
"asset": "builtin:cube",
"color": [
0.12,
0.65,
1,
1
]
}
},
{
"id": "player-faset.rigid_body_3d",
"type": "faset.rigid_body_3d",
"version": 1,
"fields": {
"body_type": "dynamic",
"half_extents": [
0.5,
0.5,
0.5
],
"density": 1,
"friction": 0,
"restitution": 0,
"gravity_scale": 1
}
},
{
"id": "player-example.collector_3d",
"type": "example.collector_3d",
"version": 1,
"fields": {
"speed": 4,
"jump_speed": 6,
"gate": "gate",
"goal": "goal",
"win_marker": "win_marker",
"token_1": "token_1",
"token_2": "token_2",
"token_3": "token_3"
}
}
]
},
{
"id": "camera",
"name": "Room camera",
"parent": null,
"components": [
{
"id": "camera-faset.transform",
"type": "faset.transform",
"version": 1,
"fields": {
"position": [
11,
13,
18
],
"rotation": [
-0.5522890193034389,
0.5485494024505281,
0
],
"scale": [
1,
1,
1
]
}
},
{
"id": "camera-faset.camera",
"type": "faset.camera",
"version": 1,
"fields": {
"fov": 50,
"near": 0.1,
"far": 200
}
}
]
},
{
"id": "blender-exit-arch",
"name": "Blender exit arch",
"parent": null,
"components": [
{
"id": "blender-exit-arch-pose",
"type": "faset.transform",
"version": 1,
"fields": {
"position": [
7.4,
-0.5,
-4
],
"rotation": [
0,
0,
0
],
"scale": [
1,
1,
1
]
}
},
{
"id": "blender-exit-arch-mesh",
"type": "faset.mesh",
"version": 1,
"fields": {
"asset": "5832763b-3ed0-44d6-9088-0b524f196a91",
"primitive": "asset",
"color": [
1,
1,
1,
1
]
}
}
]
}
],
"instances": []
}
@@ -0,0 +1,28 @@
#pragma once
#include <faset/runtime/Runtime.hpp>
namespace beacon {
inline nlohmann::json schema() {
return {{"id", "example.beacon"},
{"name", "Beacon"},
{"version", 1},
{"fields",
{{"speed",
{{"id", "speed"},
{"name", "Rotation speed"},
{"type", "number"},
{"default", 1.0},
{"units", "rad/s"}}}}}};
}
inline void register_behavior(faset::runtime::Runtime& runtime) {
faset::runtime::Behavior behavior;
behavior.fixedUpdate = [](faset::runtime::Runtime& world, faset::runtime::EntityHandle self,
double dt) {
auto pose = world.transform(self);
pose.rotation[1] +=
world.fields(self, "example.beacon").value("speed", 1.0f) * static_cast<float>(dt);
world.setTransform(self, pose);
};
runtime.registerBehavior("example.beacon", std::move(behavior));
}
} // namespace beacon
@@ -0,0 +1,157 @@
#include "Gameplay.hpp"
#include "Extensions/Beacon.hpp"
#include <algorithm>
#include <array>
#include <cmath>
#include <iostream>
#include <map>
#include <stdexcept>
#include <tuple>
namespace faset::gameplay {
namespace {
constexpr bool is3D = true;
constexpr const char* collectorType = "example.collector_3d";
using Key = std::tuple<std::uint64_t, std::uint32_t, std::uint64_t>;
Key key(runtime::EntityHandle handle) {
return {handle.session, handle.slot, handle.generation};
}
struct Round {
runtime::Transform spawn, gatePose, victoryPose;
runtime::EntityHandle gate, goal, victory;
std::array<runtime::EntityHandle, 3> tokens;
std::array<runtime::Transform, 3> tokenPoses;
std::array<bool, 3> collected{};
bool won{};
bool gateOpened{};
};
float distance(runtime::Vec3 a, runtime::Vec3 b) {
const float x = a[0] - b[0], y = a[1] - b[1], z = is3D ? a[2] - b[2] : 0;
return std::sqrt(x * x + y * y + z * z);
}
void reset(runtime::Runtime& game, runtime::EntityHandle self, Round& round) {
game.teleport(self, round.spawn);
game.setVelocity(self, {0, 0, 0});
game.teleport(round.gate, round.gatePose);
for (std::size_t i = 0; i < 3; ++i)
game.setTransform(round.tokens[i], round.tokenPoses[i]);
auto hidden = round.victoryPose;
hidden.position[1] = -50;
game.setTransform(round.victory, hidden);
round.collected = {};
round.won = false;
round.gateOpened = false;
std::cout << "New round: collect the three gold cubes, then reach the green exit. E resets.\n";
}
} // namespace
void registerGameplay(runtime::Runtime& world) {
beacon::register_behavior(world);
auto rounds = std::make_shared<std::map<Key, Round>>();
runtime::Behavior collector;
collector.onStart = [rounds](runtime::Runtime& game, runtime::EntityHandle self, double) {
const auto fields = game.fields(self, collectorType);
Round round;
round.spawn = game.transform(self);
auto resolve = [&](const char* field) {
const auto handle = game.find(fields.at(field).get<std::string>());
if (!game.valid(handle))
throw std::runtime_error(std::string("Missing level reference: ") + field);
return handle;
};
round.gate = resolve("gate");
round.goal = resolve("goal");
round.victory = resolve("win_marker");
round.gatePose = game.transform(round.gate);
round.victoryPose = game.transform(round.victory);
for (std::size_t i = 0; i < 3; ++i) {
const auto field = "token_" + std::to_string(i + 1);
round.tokens[i] = resolve(field.c_str());
round.tokenPoses[i] = game.transform(round.tokens[i]);
}
auto& stored = rounds->insert_or_assign(key(self), std::move(round)).first->second;
reset(game, self, stored);
};
collector.onDestroy = [rounds](runtime::Runtime&, runtime::EntityHandle self, double) {
rounds->erase(key(self));
};
collector.fixedUpdate = [rounds](runtime::Runtime& game, runtime::EntityHandle self, double) {
auto& round = rounds->at(key(self));
const auto input = game.input();
const auto position = game.transform(self).position;
if (input.interactPressed || position[1] < -8) {
reset(game, self, round);
return;
}
const auto fields = game.fields(self, collectorType);
auto velocity = game.velocity(self);
float x = input.horizontal, z = is3D ? -input.vertical : 0;
const float length = std::sqrt(x * x + z * z);
if (length > 1) {
x /= length;
z /= length;
}
const auto speed = fields.value("speed", 4.0f);
velocity[0] = round.won ? 0 : x * speed;
if (is3D)
velocity[2] = round.won ? 0 : z * speed;
if (!round.won && input.jumpPressed && game.grounded(self))
velocity[1] = fields.value("jump_speed", 6.0f);
game.setVelocity(self, velocity);
if (round.won)
return;
for (std::size_t i = 0; i < 3; ++i)
if (!round.collected[i] && distance(position, round.tokenPoses[i].position) < 0.95f) {
round.collected[i] = true;
auto display = round.tokenPoses[i];
display.position = is3D ? runtime::Vec3{6, 2 + float(i) * 0.8f, -4}
: runtime::Vec3{-1.2f + float(i) * 1.2f, 4.5f, 0};
game.setTransform(round.tokens[i], display);
std::cout << "Collected "
<< std::count(round.collected.begin(), round.collected.end(), true)
<< "/3\n";
}
if (std::all_of(round.collected.begin(), round.collected.end(),
[](bool value) { return value; })) {
if (!round.gateOpened) {
auto open = round.gatePose;
open.position[1] = -30;
game.teleport(round.gate, open);
round.gateOpened = true;
}
if (distance(position, game.transform(round.goal).position) < 1.0f) {
round.won = true;
game.setTransform(round.victory, round.victoryPose);
std::cout << "Level complete! The gold victory marker is visible. Press E to play "
"again.\n";
}
}
};
world.registerBehavior(collectorType, std::move(collector));
}
nlohmann::json schema() {
nlohmann::json fields = {{"speed",
{{"id", "speed"},
{"name", "Move speed"},
{"type", "number"},
{"default", 4.0},
{"min", 0.0},
{"units", "m/s"}}},
{"jump_speed",
{{"id", "jump_speed"},
{"name", "Jump speed"},
{"type", "number"},
{"default", 6.0},
{"min", 0.0},
{"units", "m/s"}}}};
for (const auto* id : {"gate", "goal", "win_marker", "token_1", "token_2", "token_3"})
fields[id] = {{"id", id}, {"name", id}, {"type", "entity_ref"}, {"default", id}};
auto types = nlohmann::json::array({{{"id", collectorType},
{"name", "Collect three and escape"},
{"version", 1},
{"fields", std::move(fields)}}});
types.push_back(beacon::schema());
return types;
}
} // namespace faset::gameplay
@@ -0,0 +1,7 @@
#pragma once
#include <faset/runtime/Runtime.hpp>
namespace faset::gameplay {
void registerGameplay(runtime::Runtime& world);
nlohmann::json schema();
} // namespace faset::gameplay
@@ -0,0 +1,8 @@
{
"format": "faset.project",
"version": 1,
"id": "example-collect-3d-project",
"name": "Collect & Escape 3D",
"dimension": 3,
"start_scene": "Scenes/main.scene.json"
}