Performance first
Native code, lean runtime systems, and predictable data flow where frame time matters.
Game engine / In development

A native C++ game engine and editor built around a short path from scene work to a running game.
Spectre brings scene composition, assets, terrain, debugging, and build/run into one editor. The focus is direct control, a small dependency surface, and tools that stay out of the way.
01 / Philosophy
Native code, lean runtime systems, and predictable data flow where frame time matters.
Clear module boundaries and visible state instead of hidden project behavior.
Scene work, inspection, assets, and build/run belong in the same daily loop.
02 / Editor
A docked 3D viewport with entity picking, camera controls, and translate, rotate, and scale gizmos.
Hierarchy, Inspector, Project, Tools, and Console panels keep scene state, assets, and debugging connected.
Build and launch from the editor, then return to the scene without breaking the work loop.
03 / Production pipeline
04 / Roadmap signals
Project structure, build targets, logging, profiling, and the update loop.
Entity and component ergonomics, reusable composition, serialization, and diffs.
Importers, durable references, metadata, and the project asset database.
Docking, scene tools, gizmos, content browsing, terrain, and inspection.
Current track
Spectre Engine is being developed as an internal editor and runtime. There is no public build or release date yet.
All tools