ENGINE / SYSTEMS

Systems that
work together.

Rendering, simulation, content, and tools as described in the BlueSky Engine project brief.

BSCORERENDERPHYSICSTOOLSPROJECT SYSTEM MAP

Capabilities on this page come from the supplied project description. This website repository does not include the engine source, so implementation status and performance are not independently verified here.

01 / CORE

Structure for
the simulation.

01

Entity Component System

An archetype-based ECS is listed as the foundation for organizing entities and components.

ARCHETYPE-BASED
02

Job system

A multi-threaded, work-stealing scheduler is described in the project brief.

MULTI-THREADED
03

Scene and assets

Hierarchical transforms, prefabs, serialization, and GLTF, FBX, and OBJ import are listed.

CONTENT PIPELINE

02 / RENDERING

Three backend names.
Distinct platforms.

Platform details below follow the supplied project description.

BACKENDPLATFORM NOTESDETAIL
MetalmacOS / iOSNative rendering; tile-based deferred rendering listed.
VulkanCross-platformX11, Wayland, and MoltenVK support listed.
DirectX 11WindowsFeature-level detection listed.

RENDERING FEATURES LISTED

Forward+ clustered lighting / PBR renderer / skeletal animation / horizon-based GI / upscaling / terrain sculpting / experimental hardware ray tracing

03 / SIMULATION

Physics in
the world.

01

Jolt Physics

Jolt Physics integration is named as the project's physics foundation.

JOLTPHYSICSSHARP
02

Terrain collision

Heightmap-based collision and normal extraction are listed.

HEIGHTMAPS
03

Spatial queries

A raycast system for spatial queries is described.

RAYCASTS

04 / EDITOR AND RUNTIME

Tools around
the scene.

Editor and runtime systems named in the project brief.

  • Docking layout and viewport gizmos
  • Content browser and prefabs
  • Material and terrain tools
  • Animation timeline and play mode
  • Spatial audio and audio mixer
  • TeaScript and hot reload

NEXT / VEHICLE SYSTEM

Put four wheels in motion.

Explore vehicle physics