3SR_ENGINE_
محرك عصر //C# 14 · .NET 10 · Vulkan 1.3

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.

01Rendering

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.

A palace hall with a glowing light and a mirrored green sphere
Ray-traced reflections
A sunlit lobby
Global illumination
Open sea meeting a sandy beach with palm trees
Ocean
Palm trees and tall grass around a desert oasis
Grass and trees
02Physics

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.

A spiral of colourful dominoes falling
Rigid-body physics
03Multithreading

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.
Armoured robots and a battle mech fighting in a city
Characters in combat
04Animation

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.

05Networking

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.

Team deathmatch with lightning guns, fire and smoke
3ZM team deathmatch over the network
06Editor

Standalone editor.
English · العربية.

The 3SR editor lighting a palace courtyard
The editor lighting the Sponza scene
  • 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.

07Automation

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.

08Ship

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.
A first-person shooter scene with palm trees and a glass tower
A first-person game built in 3SR
09Requirements

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.

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