FAQ
Common questions.
What is Floptle?
Floptle is a free, open-source game engine I build for making stylized 3D worlds. It stores terrain as a volumetric signed-distance field, so you can dig into and reshape whole planets while the game runs. The download includes the editor, Lua scripting, a node-graph shader editor, a particle timeline, spatial audio, and physics, all as one native binary for Windows, macOS, and Linux. The Floptle Hub installs it and keeps it updated.
What makes it different from other engines?
The terrain is a real 3D signed-distance field rather than a heightmap, which gets you caves, overhangs, tunnels, and floating islands, and lets you edit all of it at runtime. Players can dig and sculpt the world live, and those edits persist in the save file. Whole planets are terrain, so the demo builds spherical worlds you can walk on, tunnel through, and hollow out. Put that together with the retro-mode renderer and that combination is the main reason to pick it.
Which platforms does it run on?
Desktop. Windows on x86_64, macOS on both Apple Silicon and Intel, and Linux on x86_64, each as a small native binary. There is no console or mobile support.
Is it really free? What is the license?
Yes. Floptle is free and open source, dual-licensed MIT OR Apache-2.0, and the README has a permissive-forever pledge. No royalties, no fees, and you do not need an account to use the engine.
Is it production-ready?
It is pre-1.0, currently v0.117.0, and I am moving fast on it. It is young and it changes often, so treat it that way. If you like being early and reading the source, it is a good fit.
Is Floptle good for beginners?
Yes, and learning is a specific design goal. The editor has a Learn tab with follow-along tutorial projects, a 3D platformer, a top-down RPG, Flappy, and a squad pathfinding project, where each step verifies itself against your actual project and ticks off when it is really done. The complete documentation ships inside the editor too, so what you read always matches the version you are running. Scripts are written in Lua, one of the friendliest first languages.
How do I learn Floptle?
Download the Floptle Hub, create a project, and open the Learn tab in the editor. Start with the first-steps tutorial, which has something moving on screen in about fifteen minutes, then build Flappy for a first finished game. The same tutorials are readable on this site under Learn, published from the engine release itself.
What is the Floptle Hub?
The Hub is the launcher and version manager. It installs engine versions, creates and manages projects (each one pinned to an engine version), handles one-click upgrades, and shows a banner when a new release ships. You can also sign in with a fopull.com account, which is optional.
Does Floptle do multiplayer?
Yes, it is built into the engine rather than bolted on. You add one Networked component to a node and pick a replication mode: server authority (the cheat-proof default), predicted (for the player's own avatar), or rollback (every peer re-simulates every tick, GGPO style, for fighting games). Players connect with a five-letter lobby code through a small open-source relay you can self-host, or directly over LAN. The editor can host and join a local client in one process with latency and packet-loss sliders, so you can rehearse a 200 ms connection at your desk. The rollback mode is being hardened against a real fighting game built on the engine.
Are the installers signed?
Not yet, the binaries are currently unsigned. On macOS, right-click the app and choose Open the first time. On Windows, if SmartScreen appears, choose More info then Run anyway. Code signing is on my list.
What is the solar-system demo?
It is a game project I built in Floptle, scripted in Lua against the engine's public APIs, so none of it is hardcoded into the engine. It generates procedural solar systems from a seed and runs real orbital mechanics: patched-conic trajectories, sphere-of-influence transfers, clickable maneuver nodes, SAS, and time warp. You can fly from a planet's surface up to orbit, transfer to a moon, land, walk around under that body's gravity, and dig into the planet, and the edits are still there after a quicksave. It is there to show what one project on the engine looks like, since the engine itself is general purpose.