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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早期アクセスソフトウェア

開発途中のソフトウェアに参加しよう。

注: この早期アクセスソフトウェアは不完全であり、これから変わることも、変わらないこともありえます。 現時点でこのソフトウェアを使用してもできない場合は、 開発が更に進捗するまで待ってみる必要があるかもしれません。 詳細はこちら

開発者からの注意書き:

早期アクセスにした理由

“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.”

このソフトウェアは大体いつまで早期アクセスですか?

“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.”

早期アクセスバージョンと計画されているフルバージョンの違いは?

“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 ”

早期アクセスバージョンの現状はどうなっていますか?

“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.”

早期アクセス期間中と期間後ではソフトウェアの価格は変わりますか?

“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”

コミュニティは開発プロセスにどのように関わることができますか?

“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”
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このゲームはまだSteam上でリリースされていません。

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このソフトウェアについて

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:

システム要件

Windows
SteamOS + Linux
    最低:
    • OS: Windows 10 64-bit
    • プロセッサー: x86_64 CPU with SSE4.2, or x86_32
    • グラフィック: Vulkan 1.2-capable GPU
    • ストレージ: 1 GB の空き容量
    • 追記事項: 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.
    推奨:
    • OS: Windows 11 64-bit
    • グラフィック: Vulkan 1.2 GPU with ray query support (RTX 20-series / RDNA2 or newer)
    • ストレージ: 1 MB の空き容量
    最低:
    • OS: Any distribution
    • プロセッサー: x86_64 CPU with SSE4.2, or x86_32
    • メモリー: 4 GB RAM
    • グラフィック: Vulkan 1.2-capable GPU
    • ストレージ: 1 GB の空き容量
    推奨:
    • OS: Any distribution
    • メモリー: 4 MB RAM
    • グラフィック: Vulkan 1.2 GPU with ray query support (RTX 20-series / RDNA2 or newer)
    • ストレージ: 1 MB の空き容量
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