The Game Engine of this Era.

3SR is a game engine and editor written in C# on .NET 10, rendering through Vulkan 1.3. One runtime powers the editor's Play mode and the shipped game, on Windows, Linux and the web.

  • C# 14 · .NET 10
  • Vulkan 1.3
  • Hardware ray tracing
  • WebGPU export
  • English · العربية
A palace hall with a glowing light and a mirrored green sphere

Rendering

Light that behaves like real light.

  • Vulkan 1.3 renderer with hardware ray tracing on GPUs that support it.
  • Switchable lighting backends: clustered Forward+, ray-traced global illumination and probe-based DDGI.
  • Reflections from ray tracing, screen space or reflection probes, plus refraction for glass and water.
  • Physically based materials and a node-based shader graph with 60+ node types.
  • Atmosphere and post: procedural sky, volumetric light, height fog, TAA, bloom, tonemapping and colour grading.
  • Scale: LOD groups, GPU occlusion culling, automatic instancing and GPU particles.

Voxel world

Dig it. Build it. Flood it. Break it.

Voxel terrain

Streamed and fully editable terrain with caves and overhangs, LODs to 2 km and horizon tiles to 4 km. Seven terrain presets, from dunes to canyons.

Construction

A separate layer for player-built pieces with health, ownership and anchoring. When support is gone, structures collapse into debris.

Water and ocean

A mass-conserving water simulation with sources, drains and buoyancy. FFT ocean waves from calm to storm, with foam, wakes and caustics.

Foliage and tracks

GPU-culled grass and trees that bend around moving bodies. Footprints and wheel ruts in snow, sand and mud that change grip and drag.

Armoured robots and a battle mech fighting in a city

Physics and animation

Characters that keep their balance.

  • BepuPhysics rigid bodies with deterministic stepping, joints, character controllers and wheeled vehicles.
  • Active ragdolls with muscles and a balance servo: hit reactions, stagger, collapse and stand-up.
  • Cloth, soft bodies and destruction built in-house, including Voronoi fracture where momentum carries into the pieces.
  • Animator controllers with blend trees, layers and avatar masks, and humanoid retargeting across the common rig families.
  • Procedural legs and chains: 2 to 8 legs that step on the real ground, plus tails, wings and cables.
Team deathmatch with lightning guns, fire and smoke
3ZM: team deathmatch over the network

Networking

Multiplayer in the box.

  • Own transport over reliable UDP and TCP, with LAN discovery and simulated latency and loss for testing.
  • Replicated objects, synced variables and RPCs, with client prediction and lag compensation.
  • Dedicated servers, host migration and a peer-to-peer mesh.
  • Multiplayer Play Mode: several game windows play together from the editor, with a network profiler.
  • Browser players can join desktop sessions.

Everything else in the runtime

A complete engine.

Scripting

C# 14 gameplay scripts compiled in-process, as fast structs or classic classes. Hot reload in under a second, and parallel updates that give the same result as a sequential run.

Input

Rebindable actions for keyboard, mouse, gamepad and touch. Local multiplayer, and button prompts that follow the last-used device.

Navigation

Tiled navmesh baking from meshes and voxel terrain, re-baked at run time as the world is dug and built. A crowd of 3,000 agents.

Audio

The engine's own 48 kHz mixer with 3D sound, streaming, mixer groups and effects such as reverb and compression. Tested with 2,000 sources.

Cinematics

Record gameplay as frame-accurate takes, direct it with a physical-lens camera, then render offline with motion blur and depth of field.

Game UI

In-game UI with anchors, canvases and standard controls, English and Arabic text, and screens imported straight from Figma.

The 3SR editor lighting a palace courtyard
The editor lighting a palace scene with real-time bounced light

Editor

A familiar editor, in English and Arabic.

  • Dockable windows that float onto any monitor, with layouts that persist.
  • Full right-to-left mirroring for Arabic.
  • Play, Pause and Step, with the scene restored on Stop.
  • Prefabs, materials and shader graphs edited live.
  • Sculpting for terrain, water and foliage, plus splines for roads and rails.
  • Built-in profiler covering CPU threads, GPU passes and memory.

Automation

An engine AI can work inside.

Agent access

A built-in MCP server and a live debug API let AI agents launch, inspect, edit, play, capture and test the editor. Each agent gets its own editor instance.

Scripted playtests

Recorded player input plus the conditions that must hold. Tests run deterministically and produce a report and a capture on failure.

Bug replays

A user's bug report replays frame for frame, so the bug can be reproduced instead of guessed at.

Building games

Ship to desktop and the browser.

  • Windows, and Linux including Steam Deck, built from the Windows editor.
  • Web export on WebGPU as a static site, with optional encrypted content packs.
  • Builds include only what the game uses: modules, assets and precompiled shaders.
  • Every build tests itself by touring every scene before it passes.
  • Dedicated server build target.
  • Project templates: First Person, Third Person, Isometric and Car Driving.
The 3ZM main menu, built with the engine's own UI tools
3ZM's menus, built with the engine's own UI tools

Made with 3SR

Games being built on 3SR today.

3ZM title screen

3ZM عزم

Online mech arena shooter: dedicated servers, rideable mechs, survival waves.

Tanks and mechs fighting in a desert

Crimson Alert

Classic real-time strategy: armies, bases and mechs in the desert.

First-person view with two pistols among palm trees

Matrix

Bullet-time shootout with active-ragdoll enemies and destructible pillars and glass.

A pilotable mech on an open island

E3SAR

Open-world island with cars, a pilotable mech and a wanted system.

Worlds that live, change and break.
Made with 3SR.

محرك عصر