Rigid bodies
BepuPhysics 2.5 with deterministic stepping on the engine's job scheduler. Continuous collision detection, interpolation, all four force modes, and box, sphere, capsule and convex or concave mesh colliders.
3SR is a game engine and editor written in C# on .NET 10, rendering through Vulkan 1.3. The editor's Play mode and a built game run the same runtime, and projects build for Windows, Linux and the web.

Rendering
Physics
BepuPhysics 2.5 with deterministic stepping on the engine's job scheduler. Continuous collision detection, interpolation, all four force modes, and box, sphere, capsule and convex or concave mesh colliders.
Character controllers with grounding, slopes and steps. Wheel-collider vehicles with suspension, motor and brake torque, and friction curves sharing one friction circle.
Ragdolls built from a humanoid skeleton, with muscles and a balance servo: hit reactions, stagger, loss of balance, collapse and stand-up.
In-house XPBD cloth on the CPU or GPU compute, with pinning, wind and turbulence. Soft bodies with pressure, volume preservation and two-way contact with rigid bodies.
Deterministic Voronoi fracture with bonded pieces. Standing structures stay up, and momentum carries into the pieces.
Raycasts, shape casts and overlaps with non-allocating variants, a layer collision matrix, and collision events delivered in a deterministic order.



Multithreading
Animation

The engine's own reliable UDP and TCP channels, with LAN discovery and simulated latency and loss.
Networked objects, synced variables and RPCs, with client prediction, reconciliation and lag compensation.
Dedicated servers, host migration and a peer-to-peer mesh. Browser players can join desktop sessions.

Runtime
C# 14 scripts compiled in-process, as structs stored in the ECS or classic classes. Hot reload in under a second, with fields carried over by name.
Play snapshots the whole scene, including private and static script fields, and restores it on Stop.
Rebindable actions for keyboard, mouse, gamepad and touch, local players, and button prompts that follow the last-used device.
Tiled navmesh baking from colliders and meshes, re-baked at run time as the world changes. A crowd of 3,000 agents.
The engine's own 48 kHz mixer with 3D sound, streaming, mixer groups and effects. Tested with 2,000 sources.
Frame-accurate gameplay takes, a physical-lens camera, and offline rendering with motion blur and depth of field.
RmlUi-based in-game UI with anchors, canvases and standard controls, English and Arabic text, and Figma import.
A frame profiler with per-thread timelines, GPU passes and memory, in the editor and in built games.
Optional features are per-project packages, so only a project's packages are loaded, shown and shipped.
Editor
Automation
A local HTTP API reads scene, lighting, audio, ECS and input state, drives the editor, and takes captures.
Lets AI agents launch, inspect, edit, play, capture and test the editor, each in its own editor instance.
Deterministic scripted playtests with reports and failure captures. User bug reports replay frame for frame.
Building games
Requirements
Status
The engine, editor and build pipeline are used daily on the sample games MATRIX and 3ZM. New projects start from First Person, Third Person, Isometric or Car Driving templates.
MATRIX is a third-person shootout in a lobby, with 8-way locomotion, bullet time, active-ragdoll agents, destructible pillars and glass, and a HUD.
Download
The editor for Windows 10 and 11, with Windows builds and the starter templates. Setup adds the .NET 10 and Visual C++ runtimes if they are missing.