Powers Bloodrust / In development

Spectre Engine

The C++ game engine and editor used to build Bloodrust.

Scene editing, asset management, terrain tools, debugging, and build/run are in one application.

RuntimeModern C++ / raylib
EditorDear ImGui / ImGuizmo
StatusIn development

01 / Editor + runtime

Editor and runtime

Scene

Compose

A docked 3D viewport with entity picking, camera controls, and translate, rotate, and scale gizmos.

Project

Organize

Hierarchy, Inspector, Project, Tools, and Console panels keep scene state, assets, and debugging connected.

Runtime

Run

Build and launch from the editor, then return to the scene.

02 / Design

Engine constraints

01

Native runtime

C++ runtime systems with a small dependency set.

02

Visible state

Project and scene state remain inspectable in the editor.

03

One application

Edit scenes, inspect assets, build, and run without changing tools.

C++raylibDear ImGuiImGuizmoEditor-first toolingMinimal dependencies

03 / Project flow

Import, edit, run

01
Import
Bring models and project assets into the content browser.
02
Catalog
Keep project assets organized and references stable as work moves.
03
Compose
Build scenes from models, primitives, lights, terrain, and reusable assets.
04
Build / Run
Choose a target, launch the game, and return to editing.

04 / Development

Current work

Core

Project structure, build targets, logging, profiling, and the update loop.

Scenes

Entity and component ergonomics, reusable composition, serialization, and diffs.

Assets

Importers, durable references, metadata, and the project asset database.

Editor

Docking, scene tools, gizmos, content browsing, terrain, and inspection.

Availability

No public build yet

Spectre Engine remains an internal tool with no public release date.

All tools

Email / Signal Spike Games

Get in touch.

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