Engine Architecture

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 Architecture
Engine Architecture
Core Systems

Engine Components

Rendering System

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
Physics Engine

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
Networking

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
AI Systems

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
Real-time Rendering
240 FPS4K Resolution
RTX ONRay Tracing

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

Physics Simulation
Cross-Platform

Deploy Anywhere

Build once, deploy everywhere. Our engine supports all major platforms

Windows

Supported

PlayStation

Supported

Xbox

Supported

Mobile

Supported

Cloud Gaming

Beta

Optimized for Performance

Every millisecond counts. Our engine is engineered from the ground up for maximum performance and minimal overhead.

60-240FPS Range
<16msFrame Time
100K+Draw Calls
8GBMin Memory

Experience the Power

Download the engine and see what's possible

Download Engine SDK