Complete MVP acceptance, publish platform evidence and finalize the manual
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Emil
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# Build from source
!!! note "Implementation checkpoint"
Linux Editor, Player and export integration are tested. Final Windows graphics/export
acceptance is tracked separately in the implementation report.
!!! note "Verified build profiles"
The Editor, Player and both sample exports passed the recorded Linux and Windows
profiles. Linux rendering used an RTX 2080 Ti; Windows CI used SwiftShader. This
does not certify every graphics driver or display configuration.
## Linux prerequisites
@@ -91,8 +92,18 @@ cmake --build --preset windows-debug --parallel
ctest --preset windows-debug
```
Windows acceptance is tracked separately from Linux; a successful Linux build does
not verify a Windows build.
Windows acceptance uses a fresh native CI checkout, full Editor build, launcher
Create/Open tests, native window/MCP tests and standalone Release exports. Its
software Vulkan driver is a CI fixture; install your normal hardware Vulkan driver
on a development desktop. See the
[acceptance dossier](https://github.com/emil28092005/Faset_Engine/blob/main/docs/validation/mvp-acceptance.md)
for observed results.
Native Wayland programmatic restore was skipped when the tested compositor declined
the operation; XWayland passed. If this affects your desktop, run the Editor with
`SDL_VIDEODRIVER=x11`. Real system IME composition and movement between physical
monitors with different scale factors remain compatibility checks, beyond the
passing deterministic text/DPI tests.
The repository's `docs/TOOLCHAINS.md` records the exact compiler, SDK and GPU profiles
used in observed validation, separately from the minimum tool requirements above.
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This manual focuses on writing gameplay: small working examples, the functions they use,
and how those functions interact with scenes, physics, and the editor.
!!! warning "Development status"
MVP implementation is in progress. A planned feature is not a working feature.
Individual guides state their prerequisites and validation status. The current
Editor, gameplay tutorials, two playable sample games and Linux export can be built
and tested. Final Windows graphics/export acceptance is still in progress.
!!! note "MVP scope"
The C++ MVP includes the Editor, compiled gameplay tutorials, two playable games,
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.
Start with [how C++ gameplay works](scripting/index.md), then read
[frame and physics updates](scripting/lifecycle.md). See
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## Play complete small projects
`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.
`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.
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.
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.
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.