Engine

Built from the
important parts.

Tempest is one coherent native engine: renderer, scenes, assets, physics, animation, tools and gameplay infrastructure designed to work together.

Tempest Engine rendering
Capabilities

No black box
between you and the game.

The engine stays explicit and inspectable while still providing the systems needed to build complete games.

01

Rendering

A Vulkan-first rendering architecture built around modern GPU workloads.

Physically Based Rendering

Metallic-roughness material workflow and physically based lighting.

Deferred Shading

Deferred lighting for scenes with complex light interaction.

Bindless Resources

Bindless texture and buffer access for large rendering workloads.

HDR & Image-Based Lighting

HDR rendering, environment lighting and image-based reflections.

Dynamic Environments

Environment maps and dynamic sky rendering.

Occlusion Culling

Visibility systems for reducing unnecessary scene rendering.

02

Engine Architecture

A handmade, data-oriented native engine with direct control over execution and memory.

Data-Oriented Core

Runtime structures are organized around data access and execution rather than deep object hierarchies.

Handmade Entity System

A purpose-built entity architecture rather than a generic third-party ECS.

Parallel Execution

Task-based CPU execution for parallel engine workloads.

Custom Memory Systems

Arena, frame and purpose-specific allocation strategies.

Explicit Graphics

A thin graphics architecture centered around explicit GPU APIs.

Native Code

Engine and gameplay systems remain close to the hardware and runtime.

03

Shaders

Multiple shader languages feeding a modern runtime shader pipeline.

GLSL

Native Vulkan-oriented GLSL workflows.

HLSL

HLSL compilation into the Vulkan shader pipeline.

Slang

Modern modular shader development with Slang.

Shader Hot Reload

Iterate on shader code without restarting the engine.

04

Physics

Jolt Physics integrated into the Tempest runtime and gameplay stack.

Rigid Bodies

Dynamic rigid-body simulation, forces and impulses.

Collision

Broad-phase and narrow-phase collision across multiple shape types.

Character Movement

Physics-backed character movement and world interaction.

05

Animation

Runtime character and object animation integrated into the engine.

Skeletal Animation

Bone hierarchies, skinning and animated character meshes.

Animation Blending

Blend animation data across changing character states.

Retargeting

Reuse compatible animation data across skeleton configurations.

06

Assets & Worlds

Scene, prefab, asset and world systems designed as one workflow.

Scene Assets

Editable scenes form the persistent representation of game worlds.

Prefabs

Reusable authored objects with scene integration.

Asset Hot Reload

Refresh changed asset data during development.

Large Worlds

Terrain, partitioning and large-world systems for expansive environments.

07

Developer Tools

Runtime inspection and performance tooling live alongside the engine.

Profiling

CPU and GPU performance inspection.

Runtime Inspection

Inspect engine and scene state while the application is running.

Asset Tooling

Editor-facing asset management and inspection workflows.

Debugging

Engine debugging systems built into the development environment.