Key Features
- Hit "play" instantly: no import, compile or bake step
- Generate fully playable procedural maps with one click
- Entity I/O logic system inspired by Source engine
- Classic brush-based CSG editing
- Export creations as self-contained shareable packages
- Local split-screen: share one keyboard, or give player 2 a gamepad
- Designed to bring back the immediacy of classic Radiant/Worldcraft workflows
or use the included Dockerfile or run from source
- Entity I/O system (Half-Life 2–style wiring model)
- GUI tools for generating Entity I/O logic setups
- 19 included example maps
- NPCs / monsters
- Node-based pathfinding
- Triggers, timers, and logic gates
- Procedural terrain and liminal level generators
- OpenGL 3.3 forward renderer
- Dynamic lighting with shadows
- Fog, glass, water, overbright effects
- Frustum culling
- Dynamic portals (moveable / scripted transforms)
- Python 3.10+ runtime
- NumPy used for batch numeric operations and scene updates
- Multi-threaded subsystems (render / simulation separation where applicable)
- Designed for CPU-bound performance on low-power hardware (ARM-class)
- Runtime state is shared between editor and engine layers; no serialization boundary during play mode
🗎 Modular architecture, fully open source (MIT License)
Fio explores a unified approach to level editing and runtime simulation:
- Reducing friction between authoring and execution
- Reintroducing brush/CSG-based workflows in a modern runtime
- Treating gameplay logic as a visible, editable system
- Supporting rapid experimental iteration in rendering and world design
Python 3.10+ is required
git clone https://github.com/ViciousSquid/Fio.git
cd Fio
python -m venv venv
source venv/bin/activate # or venv\Scripts\activate (Windows)
pip install -r requirements.txt
python main.pyContributions, feedback, and experiments are welcome. Check issues or open a discussion.