Compose
A docked 3D viewport with entity picking, camera controls, and translate, rotate, and scale gizmos.
Powers Bloodrust / In development

The C++ game engine and editor used to build Bloodrust.
Scene editing, asset management, terrain tools, debugging, and build/run are in one application.
01 / Editor + runtime
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.
02 / Design
C++ runtime systems with a small dependency set.
Project and scene state remain inspectable in the editor.
Edit scenes, inspect assets, build, and run without changing tools.
03 / Project flow
04 / Development
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.
Availability
Spectre Engine remains an internal tool with no public release date.
All tools