# Faset Engine 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 implemented and accepted for the recorded Linux and Windows test profiles.** It 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. Windows graphics acceptance used software Vulkan; physical Windows GPUs, system IME and mixed-monitor transitions need additional coverage. See the [acceptance dossier](docs/validation/mvp-acceptance.md) for exact revisions, checks and limits, and the [implementation checkpoints](docs/IMPLEMENTATION.md) for the development record. ## Start here - [User manual](docs/manual/index.md) — learn C++ gameplay and follow working examples; maintained alongside implementation. - [Development plan](PLAN.md) — milestones through MVP, acceptance criteria, and development beyond MVP. - [Architecture](docs/ARCHITECTURE.md) — accepted decisions and subsystem boundaries. - [Documentation](docs/README.md) — navigation and maintenance rules. - [Source studies](docs/studies/README.md) — Unreal Engine, Godot, Unity, Blender, ECS, graphics, asset import, and builds. - [Dependencies and independence](docs/DEPENDENCIES.md) — libraries, tools, and source provenance. - [Toolchain profiles](docs/TOOLCHAINS.md) — recorded compilers, SDKs, graphics devices and offline preparation. After following the manual's build setup, run `build/linux-debug/faset_editor` (or `build/windows-debug/faset_editor.exe`) to open the project launcher. The [`collect-2d`](examples/projects/collect-2d) and [`collect-3d`](examples/projects/collect-3d) projects include playable C++ examples; the 3D example includes an original Blender asset and import instructions. Import its `Assets/exit-arch/manifest.json` once before Play, including after clearing its cache. ## Language English is the primary language of the engine: editor UI, built-in commands, diagnostics, public API identifiers, and CLI/MCP tool descriptions. Project content and user-entered text support Unicode; the engine's interface language does not dictate the language of a game. This README is in English. The current planning documents, studies, and research map are primarily in Russian. Editor localization is a later milestone. ## Accepted foundation - **C++** for the core and the first gameplay implementation. **Lua** will follow as a separate module and will be optional for individual games. - Objects, components, and nested scene templates for authoring; **EnTT** for the runtime ECS. JSON authoring data, stable IDs, and cooked binary assets for export. - A custom **Vulkan 1.3** backend, RenderGraph, and renderer. The backend calls Vulkan directly; gameplay uses Faset APIs. **Slang** compiles shaders, including compatible HLSL, to SPIR-V. The baseline renderer does not require ray tracing. - **SDL3** behind Faset's platform API; **Box2D** and **Box3D** for physics. - A custom retained-mode editor UI with C++ behavior, declarative layout, separate styles, and a dark theme by default. **Dear ImGui** is reserved for debugging tools. - **CMake + Ninja + Clang**; Windows uses clang-cl, the Windows SDK, and MSVC runtime libraries. Initial builds are tested on their target OS. - A separate **Player** process, statically linked with gameplay. The C++ iteration cycle is stop, incrementally rebuild, and restart. - **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. Lua, GPU-driven rendering, HZB, advanced shadows, temporal reconstruction and dynamic global illumination follow this baseline. ## Run the research map Requires Node.js and npm. From the repository root: ```sh cd docs/studies/map npm ci npm test npm run build npm start ``` Open [localhost:4178](http://localhost:4178). The map is a documentation viewer, not a web version of the Faset editor. See the [map README](docs/studies/map/README.md) for details. ## Repository contents Faset's C++ source, tests, sample games, Blender add-on, Manual, architecture, studies, selected validation evidence, and research map are tracked in Git. Third-party engine source trees, installed dependencies, build outputs, and caches are excluded. Research source links are pinned to the commits examined; Unreal Engine links may require access through Epic. See the [publication notes](docs/PUBLICATION.md) for publication scope and licensing status. A license for Faset's own content has not yet been selected. Third-party projects retain their own license terms.