Runtime System for
Interactive 3D Applications
A structured platform that handles scene management, physics simulation, and system integration as a continuous process
Engine Overview
The engine operates as a unified runtime where rendering, simulation, and logic run concurrently. This architecture allows environments to respond to state changes without requiring discrete update cycles or manual synchronization.
Systems are designed to be modular and composable. Developers can extend core functionality, replace subsystems, or integrate external tools through defined interfaces without modifying the runtime itself.
Explore ArchitectureEngine Components
Hybrid rasterizer with ray tracing
A deferred base pass feeds a tiled light list, then an optional ray tracing pass resolves reflections, contact shadows, and one bounce global illumination. The same scene graph feeds both paths so authoring does not branch.
- DirectX 12, Vulkan 1.3, and Metal 3 backends from one shader source
- Tiled light culling with up to 16k dynamic lights per view
- Volumetric fog with temporal reprojection
- DLSS, FSR, and XeSS upscaling integrated at the resolve stage
Deterministic rigid and soft body solver
Fixed step integration with islands solved in parallel across worker threads. Bitwise identical results across machines when you pin the seed and the time step, which makes it safe to run as the server authority.
- Parallel island solver with work stealing scheduler
- Continuous collision detection for fast moving bodies
- Constraint stack with hinges, sliders, gears, and springs
- Cloth and rope with position based dynamics
Authoritative transport with rollback option
A reliable ordered channel for events and an unreliable delta channel for state. Clients predict inputs forward, reconcile on server snapshots, and render interpolated between two confirmed frames. Opt into rollback netcode for fighting and sports titles.
- UDP based transport with congestion control and FEC
- Delta compressed snapshots with relevance filtering
- Input rollback up to eight frames on deterministic simulations
- Built in relay and NAT traversal
Behavior trees, utility AI, and nav mesh
Composable behavior trees with blackboard scoping, utility scoring for decisions that do not fit a tree, and a runtime nav mesh builder that stitches over streamed terrain chunks. Scripts call into a clean C# or native C++ API.
- Hot reloaded behavior trees with an in editor debugger
- Utility curves with tunable weights per agent archetype
- Streaming nav mesh with off mesh links and areas
- Spatial query API covering sight, hearing, and cover
Rendering System
Real-Time Global Illumination
Our rendering pipeline leverages hardware-accelerated ray tracing to deliver photorealistic lighting and reflections in real time. Dynamic global illumination ensures that every light source interacts naturally with the environment.
Ray Tracing
Hardware-accelerated RT cores for real time reflections and shadows
Post-Processing
Advanced effects stack including bloom, DOF, motion blur, and more
LOD System
Automatic level-of-detail management for optimal performance
Physics Engine
Advanced Simulation System
Experience realistic physics simulation with support for complex interactions, destruction, soft body dynamics, and cloth simulation. Our multi-threaded physics engine handles thousands of objects without compromising frame rate.
Rigid Body Dynamics
Accurate collision detection and response with realistic material properties
Destruction System
Real-time fracturing and debris simulation for dramatic effects
Soft Body & Cloth
Deformable objects and realistic fabric simulation
Deploy Anywhere
Build once, deploy everywhere. Our engine supports all major platforms
Windows
SupportedPlayStation
SupportedXbox
SupportedMobile
SupportedCloud Gaming
BetaOptimized for Performance
Every millisecond counts. Our engine is engineered from the ground up for maximum performance and minimal overhead.