The GameEngine ofthis Era
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. The editor runs on Windows and macOS, and projects build for Windows, macOS, Linux and the web.
Vulkan 1.3.
Ray traced.
Ray tracing
Hardware ray tracing when the GPU supports it, including skinned and deforming meshes.
Live lighting
Unlit, clustered Forward+, ray-traced GI and DDGI, switchable at run time.
Reflections
From ray tracing, screen space or reflection probes.
Materials
PBR materials and node-based shader graphs with 60+ node types.
Sky and post
Procedural atmosphere, volumetric lighting, height fog, TAA, bloom, tonemapping and colour grading.
Performance
LOD groups, GPU occlusion culling, automatic instancing and GPU-simulated particles.




Deterministic.
On every core.
Rigid bodies
BepuPhysics 2.5 with deterministic stepping on the engine's job scheduler, continuous collision detection and mesh colliders.
Characters and vehicles
Character controllers with grounding, slopes and steps. Wheel colliders with suspension, motor and brake torque.
Active ragdolls
Muscles and a balance servo: hit reactions, stagger, collapse and stand-up.
Cloth and soft bodies
XPBD cloth on the CPU or GPU, with wind. Soft bodies with two-way contact with rigid bodies.
Destruction
Deterministic Voronoi fracture with bonded pieces. Momentum carries into the pieces.
Queries and events
Raycasts, shape casts and overlaps, and collision events in a deterministic order.

Built to use
every core.
- Data-oriented archetype ECS on a shared, work-stealing job scheduler.
- Parallel script updates, bit-identical to a sequential run.
- Compile-time analyzers catch mistakes specific to parallel scripts.
- Physics, the navigation crowd and shadows run on the job workers.
- Optional render thread that presents a frame while the next update runs.
- Audio mixes on its own high-priority thread.

Characters that
move well.
GPU skinning
Compute skinning into a shared vertex pool.
Animator controllers
Blend trees, layers and avatar masks.
Retargeting
Humanoid retargeting across the common rig families.
IK and look-at
Limb IK and look-at through the spine and head.
Procedural legs
2 to 8 legs that step on the real ground, plus tails, wings and cables.
Multiplayer
built in.
Transport
The engine's own reliable UDP and TCP channels, with LAN discovery and simulated latency and loss.
Replication
Networked objects, synced variables and RPCs, with client prediction, reconciliation and lag compensation.
Topologies
Dedicated servers, host migration and a peer-to-peer mesh. Browser players can join desktop sessions.

Standalone editor.
English · العربية.

- Windows and macOS, with the Mac editor as 3SR.app.
- Dockable windows that float onto any monitor.
- English and Arabic, with full right-to-left mirroring.
- Play, Pause and Step, with the scene restored on Stop.
- Prefabs, materials, shader graphs and animator graphs edited live.
- World building: terrain sculpting, foliage painting and splines.
- 100-step undo covering scene edits and panels.
C# scripting
C# 14 scripts compiled in-process, with hot reload in under a second.
Input
Rebindable actions for keyboard, mouse, gamepad and touch.
Navigation
Tiled navmesh baking, re-baked at run time as the world changes.
Audio
The engine's own 48 kHz mixer with 3D sound, streaming and effects.
Cinematics
A physical-lens camera and offline rendering with motion blur and depth of field.
Game UI
In-game UI with anchors, canvases and standard controls, in English and Arabic.
Profiling
Per-thread timelines, GPU passes and memory, in the editor and in built games.
Packages
Optional features are per-project packages, so a game ships only what it uses.
Tools for scripts
and AI agents.
Live debug API
A local HTTP API reads scene, lighting, audio, ECS and input state, drives the editor, and takes captures.
MCP server
Lets AI agents launch, inspect, edit, play, capture and test the editor, each in its own editor instance.
Playtests and replays
Deterministic scripted playtests with reports. User bug reports replay frame for frame.
Windows. macOS.
Linux. The web.
- Windows, macOS, 64-bit Linux and Steam Deck game builds.
- Web export on WebGPU as a static site, with an optional ahead-of-time compiled WebAssembly player.
- .NET 10 on desktop, with ahead-of-time compiled engine code for a faster start.
- Builds ship only what the game uses: modules, assets and precompiled shaders.
- Every build verifies itself by touring each scene as a first launch.
- Dedicated server build target.

What it
runs on.
- Windows 10 or 11, or macOS, for the editor.
- .NET SDK 10.
- A Vulkan 1.3 GPU with current drivers. Ray-traced GI and DDGI need hardware ray tracing.
- A WebGPU browser to play web builds.
In active development. 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 bullet time, active-ragdoll agents, and destructible pillars and glass.
3SR Beta 0.2.1
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.
- Packages from the editor: Linux, web and Android build support, and optional features such as networking, cinematics and ray-traced lighting, download when a project needs them.
- Updates in the editor: Help > Check for Updates finds new editor versions, and the Package Manager finds new package versions.
- A beta: expect rough edges, and keep your projects under version control.
- Version
- Beta 0.2.1
- Platform
- Windows 10 and 11, 64-bit
- Download
- 39.4 MB installer
- SHA-256
- d217315e4eaba5a2e200d5767873fd946a20583e15d9f5d23e8ad331d5f8907b
- macOS
- 161.3 MB disk image, Apple silicon, macOS 13 or newer
- SHA-256 (macOS)
- 1153160c226a44e73d821593a1ce034b7db71bb35fd8c159cc74a2eef5a13a22