A high-performance game engine written in Rust, leveraging bindless buffering and GPU-driven techniques to create modern rendering pipelines. Designed for experimentation and the implementation of cutting-edge features.
- Entity–Component–System (ECS) architecture leveraging Single instruction, multiple data (SIMD) for parallel processing of game entities.
- Heavily relies on bindless buffers for efficient resource management.
- GPU-driven rendering: GPU frustum culling, indirect drawing.
- Physically-Based Rendering (PBR) with Blinn-Phong and Fresnel-Schlick approximations.
- Cross-platform: runs natively on Vulkan, Metal, D3D12, and OpenGL; supports WebGPU via Wasm.
- GLTF/KTX2 import with BC5, BC6H, and BC7 compression.
- Multisample anti-aliasing (MSAA).
- WGSL shaders support.
- Multithreaded, pipelined rendering.
- Skybox shaders with cubemap projection.
- 3D physics.





