https://forgeengine.ai - AI First AAA Quality Game Engine built in Rust
• 430+ API commands (up from 204)
• 72% AAA coverage (up from 59%)
• 1,100+ tests (all passing)
• Phase 5 visual polish: complete
Solo devs building AAA games. That's the mission.
Let's keep forging.
• 430+ API commands (up from 204)
• 72% AAA coverage (up from 59%)
• 1,100+ tests (all passing)
• Phase 5 visual polish: complete
Solo devs building AAA games. That's the mission.
Let's keep forging.
Hybrid DDGI + SSGI: probe-based diffuse lighting with screen-space detail fill. Hardware ray tracing when available, software fallback when not.
54 new API commands. Offline baking. Debug visualization. Quality presets from 1.5ms to 10ms.
Lighting that just works
Hybrid DDGI + SSGI: probe-based diffuse lighting with screen-space detail fill. Hardware ray tracing when available, software fallback when not.
54 new API commands. Offline baking. Debug visualization. Quality presets from 1.5ms to 10ms.
Lighting that just works
• Heightmap terrain with LOD geomorphing
• Gerstner wave water surfaces
• Buoyancy physics (wood, cork, metal presets)
• GPU ribbon trails for swords + magic
• 4-layer PBR material blending
Environments that feel real.
• Heightmap terrain with LOD geomorphing
• Gerstner wave water surfaces
• Buoyancy physics (wood, cork, metal presets)
• GPU ribbon trails for swords + magic
• 4-layer PBR material blending
Environments that feel real.
• Behavior trees with JSON definitions
• Hierarchical state machines
• Perception system: vision cones, hearing, memory
• Per-entity blackboards
NPCs that see, hear, and remember.
• Behavior trees with JSON definitions
• Hierarchical state machines
• Perception system: vision cones, hearing, memory
• Per-entity blackboards
NPCs that see, hear, and remember.
• Hierarchical bus routing
• Raycast-based occlusion (muffled through walls)
• Reverb zones with room presets
Sound that knows where it is.
• Hierarchical bus routing
• Raycast-based occlusion (muffled through walls)
• Reverb zones with room presets
Sound that knows where it is.
• Root motion extraction
• Additive layers for breathing, hit reactions
• Bone masks for upper/lower body splits
• Independent blend modes per layer
Characters that move like they should.
• Root motion extraction
• Additive layers for breathing, hit reactions
• Bone masks for upper/lower body splits
• Independent blend modes per layer
Characters that move like they should.
• Level streaming with chunk-based worlds
• Object pooling for zero-allocation spawning
• Hi-Z occlusion culling (GPU compute)
• Shadow caching for static geometry
• Texture + mesh streaming on demand
Big worlds, small budgets.
• Level streaming with chunk-based worlds
• Object pooling for zero-allocation spawning
• Hi-Z occlusion culling (GPU compute)
• Shadow caching for static geometry
• Texture + mesh streaming on demand
Big worlds, small budgets.
• TAA with YCoCg variance clipping + CAS sharpening
• SSR with Hi-Z acceleration + temporal filtering
• Lens flares with ghosts, halos, chromatic aberration
• Imposter system for distant LODs (octahedral billboards)
Every frame looks better now.
• TAA with YCoCg variance clipping + CAS sharpening
• SSR with Hi-Z acceleration + temporal filtering
• Lens flares with ghosts, halos, chromatic aberration
• Imposter system for distant LODs (octahedral billboards)
Every frame looks better now.
• Clouds: Ray-marched Perlin-Worley noise. Stratus, cumulus, cumulonimbus. Weather-driven.
• Fog: Froxel-based. All light types. Shadow-aware.
• God rays: Screen-space radial blur with CSM integration.
Atmospherics that rival AAA studios.
• Clouds: Ray-marched Perlin-Worley noise. Stratus, cumulus, cumulonimbus. Weather-driven.
• Fog: Froxel-based. All light types. Shadow-aware.
• God rays: Screen-space radial blur with CSM integration.
Atmospherics that rival AAA studios.
• Version 0.3.0
• 59% AAA feature coverage
• 250+ API commands
• 1,036 tests (100% passing)
We're building in public. Follow along as we forge the future of #gamedev
More to come.
• Version 0.3.0
• 59% AAA feature coverage
• 250+ API commands
• 1,036 tests (100% passing)
We're building in public. Follow along as we forge the future of #gamedev
More to come.
• PBR materials + cascaded shadows
• Skeletal animation with GPU skinning
• IK solvers (CCD, FABRIK, humanoid)
• Animation state machines + retargeting
• Ragdoll physics + joint systems
• NavMesh pathfinding + AI steering
• Client prediction + server reconciliation
• PBR materials + cascaded shadows
• Skeletal animation with GPU skinning
• IK solvers (CCD, FABRIK, humanoid)
• Animation state machines + retargeting
• Ragdoll physics + joint systems
• NavMesh pathfinding + AI steering
• Client prediction + server reconciliation
• Pure Rust (no mixed languages)
• wgpu rendering (Vulkan, Metal, DX12, WebGPU)
• Rapier physics (2D + 3D)
• Custom ECS-native networking with QUIC
• GPU-driven meshlet pipeline (Facet)
• Compute-based layered particle system (Ember)
Performance without compromise.
• Pure Rust (no mixed languages)
• wgpu rendering (Vulkan, Metal, DX12, WebGPU)
• Rapier physics (2D + 3D)
• Custom ECS-native networking with QUIC
• GPU-driven meshlet pipeline (Facet)
• Compute-based layered particle system (Ember)
Performance without compromise.
No dropdown menus. No "click here then drag there." No hidden state.
If an AI agent can't do it through an API call, it doesn't belong in Forge.
This isn't a limitation—it's a superpower.
No dropdown menus. No "click here then drag there." No hidden state.
If an AI agent can't do it through an API call, it doesn't belong in Forge.
This isn't a limitation—it's a superpower.