Physically Based Rendering
Metallic-roughness material workflow and physically based lighting.
Tempest is one coherent native engine: renderer, scenes, assets, physics, animation, tools and gameplay infrastructure designed to work together.

The engine stays explicit and inspectable while still providing the systems needed to build complete games.
A Vulkan-first rendering architecture built around modern GPU workloads.
Metallic-roughness material workflow and physically based lighting.
Deferred lighting for scenes with complex light interaction.
Bindless texture and buffer access for large rendering workloads.
HDR rendering, environment lighting and image-based reflections.
Environment maps and dynamic sky rendering.
Visibility systems for reducing unnecessary scene rendering.
A handmade, data-oriented native engine with direct control over execution and memory.
Runtime structures are organized around data access and execution rather than deep object hierarchies.
A purpose-built entity architecture rather than a generic third-party ECS.
Task-based CPU execution for parallel engine workloads.
Arena, frame and purpose-specific allocation strategies.
A thin graphics architecture centered around explicit GPU APIs.
Engine and gameplay systems remain close to the hardware and runtime.
Multiple shader languages feeding a modern runtime shader pipeline.
Native Vulkan-oriented GLSL workflows.
HLSL compilation into the Vulkan shader pipeline.
Modern modular shader development with Slang.
Iterate on shader code without restarting the engine.
Jolt Physics integrated into the Tempest runtime and gameplay stack.
Dynamic rigid-body simulation, forces and impulses.
Broad-phase and narrow-phase collision across multiple shape types.
Physics-backed character movement and world interaction.
Runtime character and object animation integrated into the engine.
Bone hierarchies, skinning and animated character meshes.
Blend animation data across changing character states.
Reuse compatible animation data across skeleton configurations.
Scene, prefab, asset and world systems designed as one workflow.
Editable scenes form the persistent representation of game worlds.
Reusable authored objects with scene integration.
Refresh changed asset data during development.
Terrain, partitioning and large-world systems for expansive environments.
Runtime inspection and performance tooling live alongside the engine.
CPU and GPU performance inspection.
Inspect engine and scene state while the application is running.
Editor-facing asset management and inspection workflows.
Engine debugging systems built into the development environment.