Files
Faset_Engine/examples/projects/collect-3d

Collect & Escape 3D

A small playable project using the real Faset C++ gameplay module and Box3D adapter. The exit arch is an original Blender asset included as a GLB bundle, source .blend, and reproducible Blender script. Importing the included bundle does not require Blender. Gameplay geometry and physics use built-in primitives.

Play

Import the included Blender bundle once (repeat after clearing the project cache), then open the project from the repository root:

build/linux-debug/faset_editor --project examples/projects/collect-3d \
  --command '{"name":"faset_import","arguments":{"path":"Assets/exit-arch/manifest.json"}}' --wait

You can also import Assets/exit-arch/manifest.json from the Editor's Assets panel before Play. Open the Editor:

build/linux-debug/faset_editor --project examples/projects/collect-3d

Use Play to build this project's Scripts/Gameplay.cpp and start a separate Player. On Windows use your Windows build directory and faset_editor.exe. First complete the engine build setup in the User Manual.

For a direct Player build on Linux, from the repository root:

cmake -S . -B build/collect-3d -G Ninja \
  -DCMAKE_BUILD_TYPE=Debug \
  -DCMAKE_C_COMPILER=clang -DCMAKE_CXX_COMPILER=clang++ \
  -DFASET_GAMEPLAY_SOURCE_DIR="$PWD/examples/projects/collect-3d/Scripts"
cmake --build build/collect-3d --target faset_player faset_schema_exporter
build/collect-3d/faset_player --scene examples/projects/collect-3d/Scenes/main.scene.json \
  --assets examples/projects/collect-3d/.faset/cache

On Windows use a Developer shell with clang-cl and the Windows SDK, select clang-cl for both compiler options, and give FASET_GAMEPLAY_SOURCE_DIR an absolute path.

Objective and controls

  • WASD or arrow keys move on world X/Z. W points toward negative Z (away from the camera); diagonal speed is normalized.
  • Space jumps while a native contact supports the player block.
  • Collect all three gold cubes. Jump onto the raised platform for the middle pickup.
  • Each pickup moves to the progress display. After all three, the red physical gate moves out of the level.
  • Reach the green exit to reveal the large gold victory marker. Movement stops after completion.
  • E restores the player, pickups, gate, and victory state. Falling below the level also resets the round.
  • P pauses, N advances one fixed tick, and Escape closes the Player.

The Player window title and console identify the controls and objective; the game uses geometric progress markers rather than a text HUD. The player is a dynamic box with zero friction, not an articulated character controller. It can rotate after impacts.

Inspect and change the game

project.faset.json chooses Scenes/main.scene.json. The scene stores object/component IDs, transforms, physics settings, and entity references in the collector component. Scripts/Gameplay.cpp owns the round's transient C++ state and registers its editable schema. speed and jump_speed use metres per second.

Edit the scene through the Inspector and restart Play to see new level data. Change C++ or its schema, then stop, build, and restart; C++ hot reload is not implemented. Runtime pickup progress does not rewrite the authoring scene or create Undo entries.

The project vendors Scripts/Extensions/Beacon.hpp from the engine's extension example. Its separate example.beacon schema and callback rotate the pickups and victory marker. This is a C++ header package explicitly registered by the game, not an Editor plugin or automatic reflection.

Verify

The normal test build creates faset_example_3d_tests. It compiles this exact module, follows a route using movement/jump input, collects the elevated pickup, opens the gate, reaches the exit, resets the round, and restarts the scene. It does not teleport to pass the objective.

cmake --build build/linux-debug --target faset_example_3d_tests
ctest --test-dir build/linux-debug -R '^playable_3d$' --output-on-failure

The runtime test is independent of graphics. A Player run additionally requires the supported Vulkan platform setup. The Editor's Export action creates a separate Release build and a cooked standalone generation; run that generation's Player from its export directory.

Recreate the Blender asset

With an unmodified Blender 4.5 or later and the engine repository as the current directory:

blender --background --factory-startup --python-exit-code 1 \
  --python examples/projects/collect-3d/Assets/exit-arch/create.py -- "$PWD"

The script creates the three beveled stone pieces with persistent UUIDs, saves source.blend, and publishes a checksum-verified GLB manifest. Reimport the manifest after editing it. Placement and gameplay stay in the Faset scene. The arch is visual; the separate red gate supplies the gameplay collision.