Complete MVP acceptance, publish platform evidence and finalize the manual
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@@ -1,8 +1,9 @@
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# Build from source
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!!! note "Implementation checkpoint"
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Linux Editor, Player and export integration are tested. Final Windows graphics/export
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acceptance is tracked separately in the implementation report.
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!!! note "Verified build profiles"
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The Editor, Player and both sample exports passed the recorded Linux and Windows
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profiles. Linux rendering used an RTX 2080 Ti; Windows CI used SwiftShader. This
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does not certify every graphics driver or display configuration.
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## Linux prerequisites
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@@ -91,8 +92,18 @@ cmake --build --preset windows-debug --parallel
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ctest --preset windows-debug
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```
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Windows acceptance is tracked separately from Linux; a successful Linux build does
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not verify a Windows build.
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Windows acceptance uses a fresh native CI checkout, full Editor build, launcher
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Create/Open tests, native window/MCP tests and standalone Release exports. Its
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software Vulkan driver is a CI fixture; install your normal hardware Vulkan driver
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on a development desktop. 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 observed results.
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Native Wayland programmatic restore was skipped when the tested compositor declined
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the operation; XWayland passed. If this affects your desktop, run the Editor with
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`SDL_VIDEODRIVER=x11`. Real system IME composition and movement between physical
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monitors with different scale factors remain compatibility checks, beyond the
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passing deterministic text/DPI tests.
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The repository's `docs/TOOLCHAINS.md` records the exact compiler, SDK and GPU profiles
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used in observed validation, separately from the minimum tool requirements above.
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@@ -4,11 +4,13 @@ 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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Editor, gameplay tutorials, two playable sample games and Linux export can be built
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and tested. Final Windows graphics/export acceptance is still in progress.
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!!! note "MVP scope"
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The C++ MVP includes the Editor, compiled gameplay tutorials, two playable games,
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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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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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@@ -51,8 +51,8 @@ Schema declarations are tested for stable map-key/FieldId matching and defaults.
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## Play complete small projects
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`examples/projects/collect-2d` and `examples/projects/collect-3d` contain complete projects with a manifest, scene, and a separate `Scripts` module. Open either folder with the Editor's `--project` option, then use Play. Each project's README also provides a direct Player build command.
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`examples/projects/collect-2d` and `examples/projects/collect-3d` contain complete projects with a manifest, scene, and a separate `Scripts` module. Open either folder with the Editor's `--project` option. The 2D project is ready to Play. For the 3D project, first import `Assets/exit-arch/manifest.json` from the Assets panel, then Play. Repeat this import after clearing its cache or cloning the project. Each project's README also provides the exact import and direct Player build commands.
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Move the blue block with A/D in 2D or WASD in 3D, jump with Space, collect three gold cubes, and reach the green exit after its red gate opens. E resets the round. One pickup is on a raised platform. A visible gold marker and the Player log confirm completion; these initial examples use geometric progress displays instead of a text HUD.
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The `playable_2d` and `playable_3d` CTests drive the actual modules through input, including the jump, objective, reset, and fresh session. The 3D module also explicitly registers a separately packaged `example.beacon` component from its local `Scripts/Extensions/Beacon.hpp`. Both projects use built-in geometry and need no imported assets to start.
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The `playable_2d` and `playable_3d` CTests drive the actual modules through input, including the jump, objective, reset, and fresh session. The 3D module also explicitly registers a separately packaged `example.beacon` component from its local `Scripts/Extensions/Beacon.hpp`. Gameplay geometry uses built-in primitives; the 3D scene additionally references the imported Blender arch. Its GLB bundle is included, so Blender is only needed to edit or recreate that source asset.
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