Key Features
- Edit and play in the same runtime
- 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 packages
- Local split-screen multiplayer
- Designed to bring back the immediacy of classic Radiant/Worldcraft workflows
or use the included Dockerfile or run from source
Fio explores a unified approach to level editing and runtime simulation:
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Reducing friction between authoring and execution
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Reintroducing brush/CSG-based workflows in a modern runtime
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Treating gameplay logic as a visible, editable system
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Supporting rapid experimental iteration in rendering and world design
- 16 included example maps
- Monsters with node-based pathfinding
- Triggers, timers, and logic gates
- Procedural terrain and liminal level generators
- OpenGL 3.3 forward renderer
- Dynamic lighting, shadows, fog, glass and water
- Frustum culling
- World portals
- 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
π Modular architecture, fully open source (MIT License)
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.