Gizmo Engine is a high-performance, data-driven, and fully modular game development framework. Designed specifically for large-scale physics simulations, advanced vehicular dynamics, and modern 3D rendering, it provides an industry-standard workflow with zero external physics API dependencies.
- Archetype-based ECS: A columnar, data-driven Entity Component System powered by
mimalloc. Built for maximum cache locality and lock-free concurrency, easily scaling to tens of thousands of entities. - Custom Vectorial Physics Engine: Built from scratch using purely mathematical vectors. Features include:
- Sweep and Prune (SAP) Broad-Phase with Rayon multi-threading.
- GJK/EPA Narrow-Phase for accurate collision detection (Convex Hulls, Capsules, Polygons).
- FEM (Finite Element Method) Soft-Body Physics for hyper-realistic deformation and stress-tensor calculations.
- Sequential Impulse Solvers with advanced Coulomb Friction and Moment of Inertia.
- WGPU-Based Rendering: A robust graphics pipeline supporting Vulkan, Metal, DX12, and WebAssembly (WASM). Features Instanced Rendering, GLTF PBR Materials, Dynamic Shadows (CSM), SSAO, Bloom, and Deferred Shading.
- In-Game Editor: Built-in
eguitooling with a dynamic scene hierarchy, real-time inspector, and modular prefab architecture. - Spatial Audio: RAM-cached, 3D spatial audio engine with distance attenuation and Doppler effect support.
Gizmo Engine is designed to be highly modular and ergonomic. Here is a minimal "Hello World" example demonstrating how to spawn a rotating 3D cube.
use gizmo::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_startup_system(setup_scene)
.add_system(rotate_cube)
.run();
}
fn setup_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>
) {
// Spawn Camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(0.0, 5.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::default()
});
// Spawn Light
commands.spawn(DirectionalLightBundle {
transform: Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_4)),
..Default::default()
});
// Spawn Cube
commands.spawn((
PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: materials.add(Color::rgb(0.8, 0.2, 0.3).into()),
transform: Transform::from_xyz(0.0, 0.0, 0.0),
..Default::default()
},
RotatingComponent,
));
}
#[derive(Component)]
struct RotatingComponent;
fn rotate_cube(time: Res<Time>, mut query: Query<&mut Transform, With<RotatingComponent>>) {
for mut transform in query.iter_mut() {
transform.rotate_y(1.0 * time.delta_seconds());
}
}Gizmo's decoupled workspace architecture allows you to pick and choose exactly what you need. If you are building a headless server, simply omit the renderer plugin!
gizmo-core: The foundational ECS, math, and scheduling architecture.gizmo-physics: A completely render-agnostic, zero-dependency physics engine. Can be embedded into other engines (e.g., Bevy, Macroquad).gizmo-renderer: The standalone, WGPU-driven rendering pipeline.gizmo-app: The plugin-driven app loop and phase executor.
To compile the engine and test the showcase map with advanced physics and rendering:
cargo run --release --bin showcaseNote: Due to the extreme scale of the broad-phase and narrow-phase physics computations, compiling without
--releasewill cause a severe CPU bottleneck. Always use the release profile for optimal performance.
Gizmo Engine is free, open source, and dual-licensed under the MIT and Apache 2.0 licenses.



