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Floptle

A lightweight, hyperoptimized game engine for surreal, otherworldly visuals.

Make games that look like they're from another dimension — without anyone else's restrictions.

— a Fopull LLC project · free & open source (MIT OR Apache-2.0) —


Status: early but very real. The editor, SDF/raymarch + mesh renderer, chunked diggable terrain with galaxy-scale streaming, custom physics, Lua scripting with an in-editor IDE, timeline particles, node-graph shaders (.flsl), skeletal animation, spatial audio + mixer, game UI, and the Floptle Hub launcher all work today — the bundled solar/ demo is a KSP-style playground: fly a ship between procedurally generated planets, land, dig, and save per slot. Pre-1.0: expect sharp edges and breaking changes between versions. Start with docs/VISION.md, then docs/ARCHITECTURE.md.

Get started (players & game makers)

Download the Floptle Hub for your platform from Floptle-releases (floptle-hub-… archive), unpack, run. The Hub installs engine versions, notifies you when new ones ship, creates projects, and opens them in the editor — no toolchain needed. Building from source instead: see Building.

What Floptle is

Floptle is a game engine built around one belief: the most interesting games don't come from chasing photoreal graphics — they come from showing people something they've never seen. Floptle's renderer is designed to bend the conventional rules of light and geometry: real-time fractals you can fly into, meshes whose vertices shift and breathe, and a shader system meant to produce images that feel surreal, dreamlike, and a little nostalgic underneath.

It's also built to be a joy to make things in. The particle editor works like a video editor's timeline. The shader system is a node graph and editable text at the same time. UI is drag-drop-and-script. Object pooling is automatic. Blender models drop straight in. Nothing is buried under a thousand properties.

Pillars

  1. Otherworldly, not realistic. Surreal/dreamlike visuals via SDF raymarching, custom shaders, and reality-bending post.
  2. Lightweight & fast. Rust, no GC, data-oriented core, optimized by default.
  3. Cross-platform. Linux, Windows, macOS from one codebase.
  4. Made for makers. Opinionated, fast workflows for VFX, shaders, UI, and scenes — power without clutter.
  5. Yours. The renderer, shader language, and tools are ours top to bottom.

The stack (decided)

Layer Choice ADR
Language Rust (edition 2024) 0001
Window/GPU portability winit + wgpu 0002
Scripting Lua (LuaJIT via mlua), hot-reload 0003
Editor UI egui + egui_dock (dark/retro) 0004
Scene model ECS core + Node/Component facade 0005
Blender pipeline glTF 2.0 0006
Shaders Custom IR: graph ⇄ text → WGSL 0007
Pooling Engine-native automatic pools 0008
Serialization RON (see ARCHITECTURE)
Physics/collision Custom SDF-first (collide morphing fractals) 0012
Deformable matter Unified field substrate + opt-in tiers 0013
Gravity & space Mass/density gravity fields (walk on fractals) 0014
World scale Large-world / floating-origin (default-on) 0015
Light Programmable light transport (light as a field) 0016
Time Time as a rate field (local clocks) 0017
World rules Lawset/Realm spine + field-interaction 0018 · 0019

Repository layout

Floptle/
├─ Cargo.toml              # workspace
├─ crates/
│  ├─ floptle-core/        # math, ECS, node facade, events, time, pools
│  ├─ floptle-field/       # implicit geometry: SDFs + CSG/blend ops (shared)
│  ├─ floptle-rules/       # Lawset/Realm meta-spine + field-interaction graph
│  ├─ floptle-render/      # wgpu render graph + the signature look
│  ├─ floptle-shader/      # shader IR: graph ⇄ text ⇄ WGSL
│  ├─ floptle-vfx/         # timeline particle system
│  ├─ floptle-anim/        # skeletal + state-machine animation
│  ├─ floptle-physics/     # SDF-first collision + character/vehicle movement
│  ├─ floptle-matter/      # deformable matter: morph, soft-body, stick, fracture
│  ├─ floptle-input/       # action mapping (kbd/mouse/gamepad)
│  ├─ floptle-ui/          # in-game UI + dialogue
│  ├─ floptle-assets/      # glTF import, textures, materials, asset DB
│  ├─ floptle-script/      # Lua host + hot reload
│  ├─ floptle-net/         # networking (deferred stub)
│  ├─ floptle-editor/      # the authoring tool (bin: `floptle`)
│  ├─ floptle-runtime/     # game player / export host (bin)
│  └─ floptle-proof/       # Beat 1: standalone raymarch "proof slice" (bin)
├─ docs/
│  ├─ VISION.md            # the north star
│  ├─ ARCHITECTURE.md      # how it all fits together
│  ├─ ROADMAP.md           # phased build plan
│  ├─ decisions/           # ADRs (why each choice was made)
│  └─ subsystems/          # per-system deep-dive designs
└─ assets/                 # default textures/materials/shaders

Building

# Requires the stable Rust toolchain (rust-toolchain.toml pins it).
# Linux also needs windowing/GPU/audio dev headers, e.g. on Debian/Ubuntu:
#   libx11-dev libxrandr-dev libxi-dev libxcursor-dev libxkbcommon-dev
#   libwayland-dev libgl1-mesa-dev libasound2-dev
cargo run --release -p floptle-editor   # the editor
cargo run --release -p floptle-hub      # the launcher / version manager

License

Free and open source, dual-licensed under MIT OR Apache-2.0 — use either, at your option (the Rust-ecosystem norm). Permissive forever: the engine will never be relicensed out from under you; Fopull LLC's revenue comes from optional hosted services and donations, never license terms. The "Floptle" name and branding remain Fopull LLC trademarks. See docs/decisions/0009-license.md.

Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in Floptle by you shall be dual-licensed as above, without any additional terms or conditions.

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Floptle — a lightweight, hyperoptimized game engine for surreal, otherworldly visuals. (Fopull LLC, pre-release)

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