A next‑generation, experimental game engine focused on scalability, modularity, and modern systems design.
Pulsar Engine is an early-stage game engine built by developers who felt game engines deserved to be better from front to back.
The focus is on questioning assumptions that have calcified in existing engines and rebuilding core systems and UI experiences with clarity and intent. Pulsar emphasizes:
- Scalable world simulation and spatial partitioning
- Modern, Rust-first tooling and workflows
- Explicit and modular engine architecture
- Long-term maintainability over short-term convenience
- In-editor stability as a first priority
Development happens in the open. Talk directly with the core developers, follow progress, and contribute ideas:
- 💬 Discord: Real‑time discussion, dev updates, and experiments
- 🧠 GitHub Discussions: Long‑form design conversations
Non‑Windows support is temporarily limited while core architectural changes are underway.
📌 Tracking discussion: https://github.com/orgs/Far-Beyond-Pulsar/discussions/17
We are actively working toward restoring cross‑platform compatibility.
You probably can’t make a full game in Pulsar yet.
This repository is:
- 🧪 Experimental
- 🛠️ Under heavy development
- 📈 Open to contributions
Progress and milestones are tracked here:
🔗 https://github.com/orgs/Far-Beyond-Pulsar/projects/1
Pulsar automatically manages dependencies and setup where possible.
cargo run --releaseIf required dependencies are missing, the engine will guide you through installation before you can enter the launcher.
If you’re interested in large‑scale multiplayer and server technology, you may also like Horizon, developed by many of the same contributors.
- 🧑💻 Talk with the core developers and community
- 🐞 Report bugs or design concerns
- 💡 Propose experimental ideas
👉 https://github.com/Far-Beyond-Pulsar/Pulsar-Native/discussions
Pulsar Engine developed by Tristan J. Poland and the Pulsar community.














