An open, hackable Vulkan game engine with a deferred PBR renderer, optional hardware ray tracing, an ECS scene editor, Jolt physics, and Lua + visual scripting built solo, in Early Access, with the roadmap and known issues public from day one.

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Software in accesso anticipato

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Nota: questo software con accesso anticipato non è completo e potrebbe venire modificato in futuro, oppure rimanere incompleto. Se non vuoi utilizzare questo software nel suo stato attuale, ti conviene aspettare per vedere se verrà sviluppato ulteriormente. Altre informazioni

Cosa dicono gli sviluppatori:

Perché l'accesso anticipato?

“LAB Engine is a solo-developed renderer and editor with a large, genuinely useful core
already working deferred PBR rendering, optional hardware ray tracing with automatic
fallback, an ECS scene editor, physics, and two scripting paths. But several pieces that
matter for day-to-day use are still open: glTF import (today's mesh path is OBJ-only and
ignores materials), a finished node-based material editor (in progress), async asset
loading, and native file dialogs among them. Early Access means real projects can push on
the engine while those land, instead of everything being decided in isolation before a
single outside user has touched it.”

Per quanto tempo rimarrà in accesso anticipato questo software?

“Roughly one year, I'm aiming at a full v1 realease in end of 2027. Development is active and ongoing, as a solo developer working on the project part time it will take a bit of time. Unless I manage to work on this full time.”

Quali saranno le differenze fra la versione completa e quella in accesso anticipato?

“glTF 2.0 import with full PBR material support, replacing the current OBJ-only path
A finished node-based material graph editor (already rendering live on a development / compilation and live preview work; the node library and editor
polish are what's left)
Async asset loading off the main thread, so large scenes don't block the editor UI
A real linear/sRGB color pipeline (built, currently switched off pending scene
Character controllers, joints and constraints in physics
Native file dialogs, replacing today's typed-path New/Open Project flow
A wider Lua/visual-scripting API surface (physics forces, material color, entity
spawning, parenting, a proper quaternion type)
and much more ”

Qual è lo stato attuale della versione in accesso anticipato?

“Working today: the full editor (scene hierarchy, properties, asset browser, gizmos,
undo/redo), the deferred renderer with optional ray tracing and DDGI, Jolt-based physics
with collider gizmos and raycasting, Lua and visual scripting with collision callbacks,
projects with standalone Build > Build Standalone packaging, and a performance/profiling
panel. [ 24 automated tests currently cover shadows, physics, scripting, selection and
serialization, run against a real Vulkan device each time. ]

Not yet built: glTF import (OBJ only today), a finished material graph editor (in
progress), async loading, native file dialogs, character controllers/joints, and script
hot-reload. The public roadmap (docs/ROADMAP.md in the repository) lists these in the
order they're being tackled.”

Il prezzo del software può cambiare durante e dopo l'accesso anticipato?

“We plan to gradually raise the price as we ship new content and features. But might be to early to tell
We might start free to play in the beginning, or a symbolic small price”

Come pensi di coinvolgere la Comunità durante il processo di sviluppo?

“The roadmap and known-issues list are public in the GitHub repository.
I will be active on a dedicated Discord Server and will involve community in voting for the next features to add and/or improve. As well as organizing Events like Game Jams and Plugin Hackathons that involve the community directly”
Altre informazioni
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Riguardo questo software

LAB Engine is a Vulkan deferred renderer and scene editor, developed solo and in the open.

This is Early Access because LAB is being built the way its own documentation is written in public, with the known problems listed next to the finished features, not after them.
What you get today is a real, working editor: you can drop in a mesh, light a scene, tune materials, script behavior, hit Play, and package a standalone build that runs without the editor. What's still being built is listed below, and it stays updated as things land.

What's in the engine today

  • Deferred PBR renderer : a render graph that declares each pass's reads andwrites and generates the barriers between them. Cook-Torrance lighting (GGX, Smith,Schlick), directional/point/spot lights with a clustered light grid, and shadow mappingfor every light type including cascaded sun shadows.

  • Hardware ray tracing : optional, never required. Traced sun shadows, ambientocclusion, reflections, and ReSTIR global illumination, behind an NRD-style denoiser. On aGPU without ray query support, every one of these has a raster fallback that looks rightwithout the scene needing to change.

  • Dynamic global illumination via DDGI probe volumes — traced on the GPU whereray query is available, on the CPU where it isn't.

  • An ECS scene (EnTT-backed) with a YAML scene format, transform gizmos, multi-select, undo/redo, and prefabs (.Lobj objects) with instance refresh.

  • Jolt Physics : box/sphere/capsule/mesh colliders, static/dynamic/kinematic bodies, raycasting, and collision callbacks reaching scripts.

  • Two ways to script: Lua 5.4 text scripts, or a visual node graph that compiles down to the same Lua, inspect the generated code any time.

  • Projects and standalone builds : open a self-contained, movable project folder; Build > Build Standalone packages a runtime + your assets into something that runs with noeditor attached.

  • A real performance panel : frame time with percentiles, per-pass GPU timing off Vulkan timestamp queries, CPU stall breakdown, and a report you can copy off for comparing two runs.

Why Early Access

Because a rendering and editor codebase this size benefits from real use before it calls itself finished, and because the alternative building it in isolation and announcing it "done" is exactly the kind of claim this project's own docs argue against. The roadmap and the known-issues list are public in the repository, not just in marketing copy.

Who this is for, right now

Technical users comfortable with an engine that is still filling in gaps glTF import, a finished material graph editor, async asset loading rather than someone who wants a turnkey, feature-complete toolchain today. If you want to render scenes with real-time ray tracing that gracefully degrades on older hardware, script gameplay two different ways, and watch (or shape) an engine's roadmap directly, this is built for you.

System requirements at a glance

Windows 10/11 64-bit only. A Vulkan 1.2-capable GPU is the floor; a GPU with ray query

support (recent RTX/RDNA2-and-up cards) is what unlocks the ray-traced path everything

still renders correctly without one.

Full feature list, known issues and the public roadmap:

Requisiti di sistema

Windows
SteamOS + Linux
    Minimi:
    • Sistema operativo: Windows 10 64-bit
    • Processore: x86_64 CPU with SSE4.2, or x86_32
    • Scheda video: Vulkan 1.2-capable GPU
    • Archiviazione: 1 GB di spazio disponibile
    • Note aggiuntive: Ray tracing (shadows, AO, reflections, ReSTIR GI) is optional throughout. A GPU without ray query support automatically uses the raster equivalent no scene changes required.
    Consigliati:
    • Sistema operativo: Windows 11 64-bit
    • Scheda video: Vulkan 1.2 GPU with ray query support (RTX 20-series / RDNA2 or newer)
    • Archiviazione: 1 MB di spazio disponibile
    Minimi:
    • Sistema operativo: Any distribution
    • Processore: x86_64 CPU with SSE4.2, or x86_32
    • Memoria: 4 GB di RAM
    • Scheda video: Vulkan 1.2-capable GPU
    • Archiviazione: 1 GB di spazio disponibile
    Consigliati:
    • Sistema operativo: Any distribution
    • Memoria: 4 MB di RAM
    • Scheda video: Vulkan 1.2 GPU with ray query support (RTX 20-series / RDNA2 or newer)
    • Archiviazione: 1 MB di spazio disponibile
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