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Quick Start

This guide takes a project from editor launch to a validated PS1 build.

System requirements​

  • Windows 10 or Windows 11, 64-bit, with an OpenGL 3.0-capable graphics driver.
  • Internet access for the first verified tool download.
  • A controller is recommended for the bundled showcase.

The editor is self-contained and does not require a separate Visual C++ Redistributable installation.

Install and verify Polygon Engine​

Polygon Engine installers are accompanied by a .sha256 sidecar. Before running an installer, use PowerShell to calculate its hash:

Get-FileHash .\PolygonEngine-Setup-v<version>-win64.exe -Algorithm SHA256

Replace <version> with the version printed in the installer filename.

The result must match the sidecar distributed with that installer. Code signing is a separate property: only treat an installer as signed when Windows shows a valid Digital Signature issued to Novemtails. A package whose RELEASE_MANIFEST.json reports releaseMode: local-validation, sourceDirty: true, or signed: false is a development validation artifact, not a public release candidate.

Run the installer. Polygon Engine installs per user and does not require administrator access by default. On first launch, complete the Setup Wizard:

  1. Review the independent-platform notice.
  2. Approve any required third-party downloads.
  3. Choose a project folder outside the application installation.
  4. Optionally create an editable copy of Polygon: Last Exit.

Polygon Engine is an independent Novemtails product. It is not affiliated with, endorsed by, sponsored by, or licensed by Sony Interactive Entertainment.

For emulation, configure your own lawful BIOS in DuckStation. It is not included in tool downloads. Exported games show a mandatory four-second Polygon Engine splash before the first scene. See BIOS and startup details.

1. Open or create a project​

The Project Hub is the first screen shown at launch. It keeps a local list of known projects; it does not copy or move project folders.

GoalProject Hub action
Start your own gameSelect New Project..., then New Blank Project (recommended)
Register an existing projectSelect Open Existing... and choose polygon.project.json
Open a known projectSelect its row, then press Open Project or Enter
Copy the basic showcaseSelect Polygon: Last Exit, then choose where to create its editable copy
Copy the advanced referenceSelect Advanced Feature Lab, then choose where to create its editable copy
Remove a missing or unwanted entrySelect its row and press Delete; project files remain untouched. Bundled examples are protected

For a small starting scene, choose Starter Scene in New Project. It includes a cube, a Directional Light, and a Camera. Attach Spin Script adds a Lua example that rotates the cube in Play Mode. New projects start with a Far Distance of 32 world units; adjust it in Project Settings for your scene.

In a narrow Hub, the list prioritizes the project name and actions. Hover over a row to see its complete path, game version, region, and last-opened time.

Use Up and Down to move through the list and F5 to refresh project status. Inside the editor, the same create/open actions are available from the Project menu.

The built-in example entries cannot be removed with Remove from Hub or the Delete key. Open an example to work on an editable copy outside the installation. Your editable copies can be removed from the list without deleting their files.

After opening, confirm that Hierarchy, Scene/Game, Inspector, Project, Console, Problems and Build Output are available.

Select Getting Started... in the Hub or Help menu for the live seven-step checklist: Toolchain, project, tutorial, Validate Project, Play Mode, Build PS1, and opening the CUE in DuckStation.

2. Understand the project folder​

  • Assets contains editable source assets and Lua scripts.
  • Scenes contains scene JSON files.
  • Library contains imported runtime assets and GUID metadata.
  • Build/ps1 contains generated reports and disc output.

See Project Structure for the complete map.

3. Configure verified tools​

The first-run Setup Wizard configures the required tools. The same diagnostics remain available from Build > Tools & Diagnostics > Tool Paths....

Polygon Engine downloads only the tools required by that release from exact official URLs. Every archive is checked against the SHA-256 lock shipped with the editor before it is extracted under the user's Local AppData folder.

ToolRequired for
Polygon PS1 runtimePrecompiled proprietary runtime shipped with the editor
PSn00bSDKPrivate/source runtime compilation; not required by a standard binary release
Ninja and CMakePrivate/source runtime compilation; not required by a standard binary release
mkpsxisoBIN/CUE/ISO packaging
DuckStationOptional Build & Run

Common DuckStation Windows installations, including LocalAppData Programs, are detected automatically. Portable installations can be selected with Browse.

4. Configure the controller​

The bundled PS1 showcase is controller-first. In DuckStation:

  1. Configure Port 1.
  2. Select Analog Controller / DualShock for right-stick look.
  3. Enable Automatically Enable Analog Mode, or use the mapped Analog/Guide button to enable analog mode.
  4. Map an XInput or compatible controller.

Last Exit also supports Digital Controller mode: use the D-Pad to move, L1/R1 to turn, and L2/R2 to look down/up. DualShock users can use both sticks. Map these buttons on Port 1 before starting the demo.

5. Choose scenes in the build​

Open Build > Build Settings. Confirm that:

  • a startup scene is selected,
  • the startup scene is in Scenes In Build,
  • every scene loaded by Lua is included.

6. Validate​

Run these commands before every release build:

  1. Build > Validate Project
  2. Build > Tools & Diagnostics > Show PS1 Budget
  3. Build > Tools & Diagnostics > Build with Readiness Checks

Resolve hard errors. Treat warnings about missing assets, colliders, Lua limits, texture pages, large primitives or runtime memory as production risks.

7. Build and test​

CommandPurpose
Build Disc Image (.bin + .cue)Generate the BIN and CUE without opening an emulator
Open Disc Image FolderOpen the folder containing the generated BIN and CUE
Build & Run in DuckStationBuild and launch the CUE in DuckStation

The toolbar's Build and Run buttons perform these same actions. To burn a CD-R, keep the BIN and CUE together and select the CUE in your disc-burning software's image-writing mode.

Disc output:

Build/ps1/package/

Reports:

Build/ps1/logs/

Open the CUE rather than the ISO when testing the packaged disc layout.

8. First editing loop​

  1. Add source assets to Assets.
  2. Import and configure them in the Inspector.
  3. Create GameObjects in the Hierarchy or Level Builder.
  4. Add only the components the GameObject needs.
  5. Attach Lua scripts where behavior is required.
  6. Validate, build and test with the controller.
  7. Review Problems and the post-bake report before expanding the scene.

Continue with Polygon: Last Exit, Advanced Feature Lab, First Project Tutorial, Scene Management, Build Pipeline, and Troubleshooting.