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Faset_Engine/docs/manual/getting-started/build.md
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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.

Linux prerequisites

The selected toolchain is C++20, CMake 3.25 or later, Ninja, and Clang. 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

Use Build C++ 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.

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, and the Vulkan SDK available. Then use the windows-debug or windows-release presets.

py tools/fetch_slang.py
cmake --preset windows-debug
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.