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OPEN TO COLLABORATIONS // 05 UNITS // v2.3.1

UNITS / UNIT 03 / FRTC

GAME ENGINE AND CREATION STUDIO

A game engine with its editor built in.

Fortece Studio Scene module with an imported character in the native viewport
FIG.01Fortece Studio Scene module with an imported character in the native viewport

OVERVIEW

CASE FILE FRTC

Fortece is a C++ game engine with a creation studio. You can build meshes and scenes, design materials and sounds, animate rigs, author interfaces and play editable gameplay behaviors inside Studio, then package a standalone Windows game.

The editor is HTML and CSS running in WebView2. Native code owns saved content, execution and rendering. DirectComposition places the native D3D12 swap chains beneath the transparent HTML controls, so the browser never receives game images or geometry.

TYPE
Game engine with an integrated creation studio
PLATFORM
Windows x64
LANGUAGE
C++ engine · HTML, CSS and JavaScript editor
STACK
Direct3D 12 · DirectComposition · WebView2 · CMake
SIZE
≈81,000 lines of engine C++, 14,000 lines of editor code, 29,000 lines of tests
HISTORY
1,225 commits
VERSION
0.1.0

TWELVE MODULES

12 ENTRIES

  1. 01

    Scene

    Build worlds, arrange objects, edit lighting, save cameras and reuse assemblies.

  2. 02

    Assets

    Import Mixamo, FBX and glTF characters, attach animations, search, tag and place assets.

  3. 03

    UI Studio

    Responsive menus and HUDs with components, bindings and motion.

  4. 04

    Modeling

    Mesh editing that keeps UVs and skin weights, saved primitives, portable character export.

  5. 05

    Materials

    PBR surfaces and shader graphs, previewed in D3D12.

  6. 06

    SFX

    Synthesize effects, play a piano or synth, record phrases and export audio.

  7. 07

    Animations

    Edit clips, pose rigs, use IK and connect animation events to gameplay.

  8. 08

    Gameplay

    Behaviors, NPC navigation and perception, patrol routes, and live decision inspection.

  9. 09

    Project & Build

    Controls, quality, saves and profiles, then package and launch a Windows game.

  10. 10

    Play & Debug

    Run the saved game with native rendering, input, collision, audio and UI; pause, step, inspect.

  11. 11

    VFX

    30 editable bases, native gas and liquid solvers, particle outputs and event chains.

  12. 12

    AI

    A Studio chat connected to provider APIs and the native authoring tools, with validated edits and undo.

SCREENS

07 CAPTURES

Screens captured from Fortece Studio running on Windows with its native viewports.

HOW IT'S BUILT

WHERE THE WORK HAPPENS

The browser handles panels, gestures and presentation. C++ validates and executes every change against one world.

  1. 01BrowserPanels, gestures, presentation
  2. 02C++Validation, authoring, execution
  3. 03WorldOwned asset data, undo, replay
  4. 04CheckpointSaved project

RETURN PATH // C++ sends snapshots, material pixels and sound samples back to the browser.

ENGINE AREACURRENT SCOPE
WorldStable entity IDs, typed columns, transactions, relations, undo, replay and persistence
Runtime APIsGameplay, input, physics, animation, audio, VFX, UI and render-graph contracts
RendererD3D12 with PBR, shadows, temporal reconstruction, rays and media
Content toolsAsset identity, native readers, reimport, deterministic cook and SDK packaging
Game sampleFox Trail: an animated fox, capsule movement, collection and scene transitions
NetworkingLocal tools transport and rollback experiments, no production multiplayer

CURRENT LIMITS

03 NOTED

  • Packaging produces a Windows folder with the native player and cooked content, not signed installers or store submissions.
  • Material displacement is not connected in Scene and games yet.
  • There is no production multiplayer stack.