5.3 KiB
Build from source
!!! 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
The selected toolchain is C++20, CMake 3.25 or later, Ninja, Clang, and Python 3.12+. Graphical builds need Vulkan 1.3 headers/loader and a compatible driver. SDL3, FreeType and HarfBuzz are built from pinned source archives.
On Ubuntu, install the native build tools before configuring:
sudo apt install clang ninja-build cmake python3 python3-venv pkg-config \
libvulkan-dev vulkan-validationlayers libx11-dev libxext-dev libxrandr-dev \
libxcursor-dev libxi-dev libxfixes-dev libxkbcommon-dev libwayland-dev \
xvfb
xvfb is used for automated window tests. A normal desktop session does not need it.
Configure, build, test
python3 tools/fetch_slang.py
cmake --preset linux-debug
cmake --build --preset linux-debug --parallel
ctest --preset linux-debug
Create a project and open the native Editor:
build/linux-debug/faset_editor --project "$PWD/MyGame" --new MyGame --dimension 3
You can also run build/linux-debug/faset_editor without arguments to open the
project launcher and create or select a project using the native interface.
Use Build after changing MyGame/Scripts/Gameplay.cpp, then Play.
The Player runs separately. Stop it before changing and rebuilding C++ gameplay.
See MCP and CLI for headless authoring and automation.
For an optimized build use linux-release. The linux-sanitize preset enables
AddressSanitizer and UndefinedBehaviorSanitizer for tests without the graphics backend.
Optional Lua module
Engine development builds enable FASET_ENABLE_LUA by default. Lua 5.4.9 is compiled
from its checksum-pinned source archive; no system Lua installation is required.
Pass -DFASET_ENABLE_LUA=OFF to omit the VM and bindings. The Editor's project
build/export service selects this flag from scripting.lua.scripts in
project.faset.json, so C++-only games do not link Lua.
See the Lua guide for the manifest, a Lua-only project, hot reload, and external-editor/LuaLS setup. Headless CPU checks can be run with:
cmake --preset linux-debug -DFASET_BUILD_RENDERER=OFF -DFASET_BUILD_EDITOR=OFF
cmake --build --preset linux-debug --parallel
ctest --preset linux-debug
These checks do not verify the graphical Player or renderer.
Dependencies and offline builds
Dependency source URLs, commits, and archive SHA-256 values are stored in
dependencies.lock.json. CMake downloads them on the first configuration.
To prefetch them for later offline use:
python3 tools/fetch_dependencies.py
python3 tools/fetch_dependencies.py --verify-only
Cached archives live in .cache/downloads and are not committed. Local compilers,
system development libraries, and the Slang compiler must also be available before
disconnecting. Prefetching source archives alone is not a complete offline SDK.
Windows prerequisites
Use an x64 Visual Studio Developer shell with the Windows SDK, MSVC runtime libraries,
LLVM clang-cl, Ninja, CMake 3.25+, Python 3.12+, and the Vulkan SDK available.
The commands below use the Python py launcher; substitute python if your
installation exposes that command instead. Use the windows-debug or
windows-release presets.
Enable Win32 long paths on the Windows development machine before starting the build shell. Faset's executable manifest declares long-path support, and its direct file IO uses wide extended paths; external CMake/Ninja/compiler tools also need a compatible host policy for deeply nested build/cache directories. An administrator can enable the policy once in PowerShell:
New-ItemProperty -Path 'HKLM:\SYSTEM\CurrentControlSet\Control\FileSystem' `
-Name LongPathsEnabled -Value 1 -PropertyType DWORD -Force
Open a new build shell afterwards; Windows may require a restart for existing processes. See Microsoft's long-path requirements. Windows CI enables and records this developer profile explicitly.
py tools/fetch_slang.py
cmake --preset windows-debug
cmake --build --preset windows-debug --parallel
ctest --preset windows-debug
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 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.