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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抢先体验软件

随着软件的发展参与其中。

注意:该抢先体验的软件内容尚不完整且也许会发生变化。如果您目前不是特别想使用这款软件,那么您 应该等待一段时间来观察软件的开发进度。了解更多

开发者的话:

为何要采用抢先体验这种模式?

“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.”

这款软件的抢先体验状态大约持续多久?

“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.”

计划中的完整版本和抢先体验版本到底有多少不同?

“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 ”

抢先体验版本的现状如何?

“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.”

在抢先体验期间和结束之后,这款软件的价格会有所不同吗?

“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”

在开发过程中,你们是如何计划让玩家社区参与进来的?

“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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计划发行日期: 即将宣布

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关于此软件

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:

系统需求

Windows
SteamOS + Linux
    最低配置:
    • 操作系统: Windows 10 64-bit
    • 处理器: x86_64 CPU with SSE4.2, or x86_32
    • 显卡: Vulkan 1.2-capable GPU
    • 存储空间: 需要 1 GB 可用空间
    • 附注事项: 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.
    推荐配置:
    • 操作系统: Windows 11 64-bit
    • 显卡: Vulkan 1.2 GPU with ray query support (RTX 20-series / RDNA2 or newer)
    • 存储空间: 需要 1 MB 可用空间
    最低配置:
    • 操作系统: Any distribution
    • 处理器: x86_64 CPU with SSE4.2, or x86_32
    • 内存: 4 GB RAM
    • 显卡: Vulkan 1.2-capable GPU
    • 存储空间: 需要 1 GB 可用空间
    推荐配置:
    • 操作系统: Any distribution
    • 内存: 4 MB RAM
    • 显卡: Vulkan 1.2 GPU with ray query support (RTX 20-series / RDNA2 or newer)
    • 存储空间: 需要 1 MB 可用空间
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