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: MVP acceptance is in progress. The native Editor, shared GUI/MCP authoring, C++ gameplay builds, Vulkan Player, standalone export and two playable sample games are integrated. Linux GPU workflows are tested; complete Windows graphics/export acceptance and final validation remain in progress. See the implementation checkpoints for observed results; a technology appearing in the plan does not mean it is complete or benchmarked.
Start here
- User manual — learn C++ gameplay and follow working examples; maintained alongside implementation.
- Development plan — milestones through MVP, acceptance criteria, and development beyond MVP.
- Architecture — accepted decisions and subsystem boundaries.
- Documentation — navigation and maintenance rules.
- Source studies — Unreal Engine, Godot, Unity, Blender, ECS, graphics, asset import, and builds.
- Dependencies and independence — libraries, tools, and source provenance.
- Toolchain profiles — 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 and
collect-3d projects include playable C++ examples;
the 3D example includes an original Blender asset and import instructions.
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.
MVP is complete when two small games, one 2D and one 3D, can be created, saved, played, and exported for both operating systems. GPU-driven rendering, HZB, advanced shadows, temporal reconstruction, and dynamic global illumination follow the baseline.
Run the research map
Requires Node.js and npm. From the repository root:
cd docs/studies/map
npm ci
npm test
npm run build
npm start
Open localhost:4178. The map is a documentation viewer, not a web version of the Faset editor. See the map README 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 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.