Entity Component System
An archetype-based ECS is listed as the foundation for organizing entities and components.
ENGINE / SYSTEMS
Rendering, simulation, content, and tools as described in the BlueSky Engine project brief.
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
An archetype-based ECS is listed as the foundation for organizing entities and components.
A multi-threaded, work-stealing scheduler is described in the project brief.
Hierarchical transforms, prefabs, serialization, and GLTF, FBX, and OBJ import are listed.
02 / RENDERING
Platform details below follow the supplied project description.
RENDERING FEATURES LISTED
Forward+ clustered lighting / PBR renderer / skeletal animation / horizon-based GI / upscaling / terrain sculpting / experimental hardware ray tracing
03 / SIMULATION
Jolt Physics integration is named as the project's physics foundation.
Heightmap-based collision and normal extraction are listed.
A raycast system for spatial queries is described.
04 / EDITOR AND RUNTIME
Editor and runtime systems named in the project brief.
NEXT / VEHICLE SYSTEM