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STFSC Engine

Steal This Fucking Source Code โ€” Because gaming deserves better.

v0.3.5 Alpha โ€”


Why STFSC?

The gaming industry has a problem. Bloated engines. Lazy optimization. "Good enough" performance. The result? Games that stutter, overheat devices, and frustrate players into piracy. STFSC exists because optimization and attention to detail shouldn't be optionalโ€”they should be the foundation.

This engine is built from the ground up for one audacious goal: open-world gaming on standalone VR hardware, pushing the Quest 3's 2.4 TFLOPS to its absolute limits.

"They said it couldn't be done. We're doing it anyway."


๐ŸŽฎ Target Project: 556

STFSC is the foundation for 556โ€”an upcoming open-world crime simulator aiming to be the "GTA-V of standalone VR." Featuring:

  • Immersive open-world exploration
  • 556 Downtown โ€” Online multiplayer mode
  • Xbox 360-level graphical fidelity on mobile VR hardware
  • Authentic crime simulator experience

โœจ Features (v0.3.5 Alpha)

๐ŸŽ๏ธ Turbo-Parallelization (Rayon-powered)

  • Parallel Render Prep: Frustum culling, matrix math, and instancing batching now distributed across all CPU cores.
  • Physics-to-ECS Sync: Multi-threaded updates from Rapier3D back to world transforms.
  • Parallel AI Logic: High-density NPC (CrowdAgent) and Vehicle AI processed in parallel.
  • Thread-safe Streaming: Procedural city chunk generation is multi-threaded for stutter-free travel.

๐Ÿ› ๏ธ Professional Editor Workflow

  • Full Undo/Redo System: All major operations (spawn, delete, move, properties) are tracked and reversible.
  • Persistent Asset Pipeline: Automatic texture ingestion into assets/textures/ for project portability.
  • Real-time Material Sync: Instant inspection/tweaking of PBR properties and textures on Quest 3 without re-spawning.
  • Missing Asset Diagnostics: Built-in warnings for missing project files with easy re-linking guidance.
  • Parallel Viewport Prep: Smooth editor UI performance via multi-threaded viewport projection math.

Rendering

  • Vulkan-based renderer with multiview stereo rendering
  • PBR lighting pipeline with shadow mapping (PCF soft shadows)
  • Reversed-Z depth buffer for maximum precision on large world scales (556 Downtown scale)
  • Application Space Warp (AppSW) support for 36fpsโ†’72Hz upscaling
  • Dynamic Lights (Point, Spot, Directional) with PCF Shadows and parallel UBO updates
  • Instanced rendering with batched draw calls

Physics

  • Rapier3D integration for high-performance rigid body dynamics
  • Collision detection with scriptable event callbacks
  • Static & dynamic bodies with configurable shapes

Audio

  • 3D Spatial Audio with distance attenuation
  • Multiple attenuation models (Inverse, Linear, Exponential)
  • Streaming audio support for ambient sounds

Scripting โ€” "Fuck Script" ๐Ÿ”ฅ

  • Native Rust scripting via FuckScript trait
  • Lifecycle hooks: on_start, on_update, on_enable, on_disable
  • Collision callbacks: on_collision_start, on_collision_end, on_trigger_start
  • Built-in scripts: CrowdAgent, PoliceAgent, TrafficAI, VehicleAI, WeaponNPC

Engine Architecture

  • Entity Component System (ECS) via hecs
  • LOD system with distance-based mesh switching
  • Async Resource Loading for background mesh uploads (No ANRs)

๐Ÿ› ๏ธ Tech Stack

Component Technology
Language Rust ๐Ÿฆ€
Graphics API Vulkan 1.1+
XR Runtime OpenXR
Physics Rapier3D
Parallelism Rayon
ECS hecs
Target Platform Meta Quest 3 / Quest 3S

๐Ÿ“ฆ Building

Prerequisites

  • Rust toolchain with aarch64-linux-android target
  • Android NDK
  • cargo-apk for APK packaging

Build Commands

# Debug build
cargo build --target aarch64-linux-android

# Release build
cargo build --target aarch64-linux-android --release

# Package APK
cargo apk build --release

Deploy to Quest

adb install -r target/release/apk/stfsc_engine.apk
adb shell am start -n com.stfsc.engine/android.app.NativeActivity

๐Ÿ–ฅ๏ธ Linux Desktop Build

For development and testing without a Quest headset:

cargo run

That's it! The Linux client provides a windowed preview with WASD + mouse controls for rapid iteration.


๐ŸŽ›๏ธ Editor Usage

  1. Start the engine on Quest (or Linux desktop)
  2. Run the editor on your development machine:
    cargo run --bin editor
  3. Connect via ADB port forwarding (Quest) or localhost (Linux):
    adb forward tcp:8080 tcp:8080
  4. Deploy scenes in real-time!

๐Ÿ“Š Performance Targets

Metric Target Status
Frame Rate 72 Hz (36 fps + AppSW) โœ… Achieved
GPU Utilization <80% โœ… ~18% idle scene
Memory Budget <500 MB โœ… ~115 MB
Draw Calls Batched/Instanced โœ… Implemented
Stale Frames 0 โœ… Achieved

๐Ÿ—บ๏ธ Roadmap

v0.2 - v0.3 โœ…

  • Dynamic lighting & 3D Audio
  • Parallel Resource Loading
  • Physics integration (Rapier3D)
  • NPC AI framework (FuckScript)

v0.3.5 (Turbo Update) โœ…

  • Full Parallel Core (Rendering, Physics Sync, AI)
  • Undo/Redo System for Editor
  • Robust Asset Persistence (Local textures, Search fallbacks)
  • Real-time Material live-sync

v0.4 (Combat & Persistence)

  • Weapon/Ballistics system
  • Collision system
  • Global Save/Load state
  • Navmesh pathfinding for NPCs
  • Advanced Traffic steering behaviors

v0.5 (Connected World)

  • Multiplayer netcode foundation
  • GPU-side occlusion culling (Hi-Z)
  • Compressed texture streaming (KTX2/ASTC)

v1.0 (556 Launch)

  • Complete open-world streaming
  • Full multiplayer gameplay
  • Performance parity with consoles

๐Ÿค Philosophy

Steal this fucking source code. Seriously.

If you're building a game and struggling with VR performance, take what you need. Learn from it. Improve on it. The goal isn't to hoard knowledgeโ€”it's to prove that optimized, ambitious games are possible on mobile VR.

Piracy exists because players don't feel games are worth the price. The solution isn't more DRMโ€”it's making games so good, so polished, so clearly crafted with care that players want to support them.


๐Ÿ“„ License

This project is provided as-is for educational and development purposes. See individual file headers for specific licensing where applicable.


Built with obsessive optimization for standalone VR gaming.

STFSC Engine โ€” Steal This Fucking Source Code

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experimental in development 3d game engine for quest 3

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