A 2D & 3D node-based game engine, fully deterministic, with scripts that reload in milliseconds.
Written in Rust. One file to ship.
- Nodes and scenes — a tree of named nodes with scripts attached; scenes are plain TOML.
- Rune scripting — Rust's syntax, no build step, async/await, debugger in the editor.
- Hot reload — save a script while the game runs; live in milliseconds, state intact.
- Determinism — same inputs, same bits, every platform. Record a session and replay it.
- Physics — Rapier in 2D and 3D, stepped on a fixed 60 Hz tick.
- Rendering — wgpu: windowed, offscreen for CI screenshots, or headless.
- Animation — clips and tweens, 2D bones with skinned polygons, glTF rigs, two-bone IK.
- Editor — itself a Balaur project: scene tree, inspector, gizmos, timeline, play-in-editor.
- Networking — HTTP, WebSocket and WebTransport, delivered into the simulation once per tick.
- Platforms — Windows, macOS, Linux; iOS, Android and web cross-compiled in CI on every push.
- Export — one self-contained binary per target: bytecode, scenes and assets fused onto the runtime.
At balaurengine.org: getting started · manual · reference · architecture · roadmap · changelog
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