RELEASE 0.1.5 · ONLINE OPEN-SOURCE · MIT · WIN64

An engine you can disassemble, extend, and ship.

C++ / Vulkan core · Python production layer · repository-first

熔炉 (Infernux) is a from-scratch game engine that pairs a C++17 / Vulkan native runtime with a Python production layer for gameplay, editor tooling, and render-stack authoring. It is built for teams who want readable internals, a fast inner loop, and an MIT-licensed codebase they can actually own.

Vulkan 1.3 Native render core
Python 3.12 Gameplay & tooling
MIT No royalties
mover.py
from Infernux import InxComponent, Vector3
from Infernux.coroutine import WaitForSeconds

class Mover(InxComponent):
    def awake(self) -> None:
        self._dir = 1.0

    def start(self) -> None:
        self.start_coroutine(self.pulse())

    def update(self, delta_time: float) -> None:
        v = Vector3(0.2 * self._dir, 0.0, 0.0)
        self.transform.translate(v * delta_time)

    def pulse(self):
        while True:
            yield WaitForSeconds(0.5)
            self._dir = -self._dir
FLIGHT NOTE

熔炉 is shaped around a simple position: keep the hot path native, keep the workflow scriptable, and keep the architecture readable enough that a team can actually take ownership of it instead of negotiating with a vendor.

Runtime capture · 0.1.5

Live editor session running a height-shaded voxel scene at production density.

The capture below is unedited: the editor sits in Play mode, the inspector is open on a custom height_gradient shader, and the runtime is keeping the entire pixel grid lit and updating without any scripted interaction.

Infernux 0.1.5 editor running a height-shaded voxel scene at runtime

What this capture proves

  • A real editor session — Hierarchy, Scene/Game/UI tabs, Project, Console, and Inspector all attached to the live runtime.
  • Custom material authored in Python: height_gradient.frag shading hundreds of cube clones in a single material slot.
  • 173 FPS on the test workstation while running play mode, build pipeline, and the inspector in parallel.
Operating principles

Three rules that decide what enters the engine.

The engine is shaped around engineering control rather than platform lock-in. Each principle reduces hidden cost for teams building real games and real tools.

PRINCIPLE I · Fast inner loop

Python scripts, hot-reload, asset previews, and editor-side tooling keep the iteration loop under a second without weakening the native runtime core.

PRINCIPLE II · Transparent render

RenderGraph, RenderStack, and material descriptors are inspectable and scriptable from Python. The render path is meant to be extended, not hidden.

PRINCIPLE III · No business trap

MIT licensing and repository-first development keep the cost model simple: the work is in the code, not in negotiating with a vendor.

Operations board · 0.1.5

What is online today, grouped the way real engineering teams evaluate an engine.

This is the current technical preview, sorted by the work areas that actually matter: rendering, simulation, content, scripting, tooling, and asset pipeline.

SUBSYSTEM · RENDER

Vulkan render core

Forward and deferred rendering, PBR materials, cascaded shadows, MSAA, shader reflection, post-processing stack, and RenderGraph-based pass scheduling.

SUBSYSTEM · PHYSICS

Jolt rigid bodies

Rigid bodies, colliders, scene queries, collision callbacks, layer filtering, and scene-synchronized transforms backed by Jolt Physics.

PREVIEW · ANIMATION

2D / 3D animation stack

Sprite-based SpiritAnimator, AnimClip2D and AnimClip3D assets, embedded FBX takes, skeletal animation playback, skinned mesh rendering, and an FSM editor for state machines.

SUBSYSTEM · EDITOR

12-panel editor shell

Hierarchy, Inspector, Scene View, Game View, Project, Console, UI editor, Toolbar, gizmos, multi-selection, undo / redo, and play-mode scene isolation in a single shell.

SUBSYSTEM · SCRIPT

Python gameplay layer

Unity-style component lifecycle, serialized inspector fields, decorators, input APIs, coroutines, prefabs, hot-reload, and a built-in @njit decorator that opts in to Numba JIT with automatic pure-Python fallback.

SUBSYSTEM · ASSETS

Asset & project pipeline

GUID-based AssetDatabase, .meta sidecar files, dependency tracking, scene serialization, asset previews, Nuitka-based standalone build, and a PySide6 Hub launcher.

EXTENSION · ECOSYSTEM

ML & data libraries on tap

Because the gameplay and tooling surface is Python, you can pull NumPy, Numba, Taichi, OpenCV, and PyTorch directly into gameplay logic, editor tools, or offline pipelines.

Project status

Release 0.1.5: technical preview with animation and asset workflow upgrades.

The engine has moved beyond static-scene authoring while the roadmap stays clear about what still needs production hardening.

CHECKPOINT · 0.1.5

Runtime, editor, and animation foundation

v0.1.5

Rendering, physics, audio, Python scripting, prefabs, game UI, editor authoring, GUID asset workflows, 2D/3D animation previews, skinned meshes, asset previews, and standalone build are all online.

NEXT · TRANSIT

Advanced UI and content scale

v0.2 → v0.4

Upcoming milestones focus on richer UI controls, GPU particles, terrain, onboarding material, and stronger content production paths.

Build something that belongs to you.

熔炉 exists for teams who want source access, architectural clarity, and a workflow they can actually reshape. Start with the docs, inspect the code, and push the engine further.