
The engine
A proprietary engine written from scratch, entirely in-house. It grows planets from plate tectonics, simulates their oceans and skies from physics, and lights story scenes with real-time global illumination.
Systems

Rendered in REACT
Worlds start as a set of tectonic plates drifting over a sphere. Where plates collide, crust folds into mountain belts. Where they pull apart, rifts and ocean ridges open. Rivers then erode the uplift into drainage basins, and climate assigns biomes from latitude, altitude and rainfall. Nothing is painted by hand, and nothing is random noise pretending to be a landscape.
How it works
Rendered in REACT
The ocean surface is synthesized from an empirical wave spectrum and animated with an inverse FFT every frame, the same technique used in film water. Shallow water turns clear and green over sand, deep water swallows red light first, and whitecaps appear exactly where the simulation says a wave is folding over itself.
How it works
Rendered in REACT
The sky is not a gradient. REACT precomputes how sunlight scatters off air molecules and aerosols, so dawn, noon, sunset and the view from orbit all fall out of one physical model. Volumetric clouds drift over the terrain, shadow it, and carry weather around the planet.
How it works
Rendered in REACT
Light in REACT bounces. Sunlight through a window lights the whole room, a red wall tints everything near it, and a neon sign is a real light source, not a sticker with bloom. The renderer voxelizes the scene and traces cones through it every frame, so the lighting reacts the instant anything moves.
How it works
Rendered in REACT
Shading is physically based end to end: energy-conserving BRDFs, proper Fresnel, roughness that behaves the same under sun and neon. Mirrors and polished metals get live reflections, and emissive materials feed directly into the GI system.
How it works
Rendered in REACT
Everything is authored inside the engine itself: scene editing, material tweaking, terrain inspection, profiling. The editor hot-reloads shaders and scripts, and every chart in the documentation was exported straight from its profiler.
Architecture
Each layer only talks to the one below it. That discipline is what keeps roughly ninety thousand lines of C++ manageable: when something breaks, there is exactly one place it can be.
Built on the engine it edits
OpenGL today, Vulkan backend in progress
The part that grows the worlds
Shared by everything above
The only layer that touches the OS
Performance
This is a full frame of the coastline scene at 1440p on a desktop RTX 4070: planet terrain, simulated ocean, physical sky and voxel GI all running at once, with room to spare under the 16.6 ms budget of 60 fps.
The numbers come from REACT's own GPU profiler, averaged over 1,000 frames. The same profiler exported every performance chart in the documentation, so what you read there is what the engine actually does.
GPU time per system
total 11.2 ms / 89 fps
Specifications
Everything below is implemented and running, not planned. Where a number appears in the documentation, it matches this table.
Lineage
Years of throwaway engines and renderers came before it. They were never wasted: every dead end taught something that REACT now does right the first time.
2024
A voxel engine, software rasterizers and a stack of renderer prototypes. Each one built to answer a question, then retired once it had.
2025
Deferred versus forward, shadow techniques, early GI attempts. The lessons from this year decided most of REACT’s architecture.
2026
Real-time global illumination, physics, and an in-engine editor that can rebuild the engine around itself.
2026
Earth-sized worlds grown from tectonic plates, with erosion, climate, biomes and forests. Then oceans, atmospheres and whole solar systems with real orbits.
Next
A story-driven title in hand-built scenes, not a planet sim. The planetary tech proved the headroom; the game gets to spend it. It releases here, on this site.
Go deeper
The documentation explains how each system works, from the physics to the data structures, with graphs measured in engine.
Read the documentation