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Renzora Engine

A 3D game engine and visual editor built on Bevy 0.19. It's fully compatible with the Bevy plugin ecosystem and is itself modular — every system is a plugin you can add, remove, or replace. Use it as a standalone engine to build games out of the box, or treat it as a customizable foundation you can modify into your own bespoke engine.

Renzora Editor

Warning: Early alpha. Expect bugs, incomplete features, and breaking changes between versions.

AI-Assisted Development: This project uses AI code generation tools (Claude by Anthropic) throughout development. If that's a concern, check out Bevy, Godot, or Fyrox.

Getting Started

Prerequisites: Rust.

git clone https://github.com/renzora/engine.git
cd engine
cargo renzora             # build, stage dist/, and launch the editor

That's the whole setup. cargo renzora builds the workspace natively, stages a complete engine into dist/<platform>/, and launches the editor from it. The first build is slow; every one after that is incremental.

On Linux you also need the usual graphics/audio dev headers:

sudo apt install pkg-config libx11-dev libxcursor-dev libxrandr-dev libxi-dev \
  libwayland-dev libxkbcommon-dev libasound2-dev libudev-dev

Build Commands

Command What it does
cargo renzora Build, stage dist/<platform>/, and launch the editor.
cargo renzora dist Build and stage without launching.
cargo renzora plugin <name> Rebuild one standalone plugin and stage it — hot reload, no editor restart.
cargo renzora profile Profiling build with Tracy instrumentation compiled in.
cargo renzora sync Regenerate the plugin wiring from the renzora::add! declarations.
cargo renzora remove <crate> Delete a plugin crate and every reference to it.

Building the editor always builds the runtime too. The runtime doubles as a dedicated server — run it with --server.

Iterate with cargo check --profile dist and cargo clippy --profile dist; run tests with cargo test --profile dist -p <crate>. Always pass --profile dist — a bare cargo command builds a second full set of artefacts under target/debug/, and this workspace is far too large for two of them.

Shipping a game for a platform you're not sitting at — a macOS, Android, or web build from a Windows box — is part of the editor's export system, covered in the docs.

Documentation

Full documentation — getting started, scripting, UI, plugins, exporting, and more — lives on the website:

renzora.com/docs

Supported Platforms

Platform Devices
Windows x64 Desktop, PCVR (SteamVR, Oculus Link)
Linux x64 Desktop, Steam Deck
macOS Intel + Apple Silicon
Web (WASM) Chrome 113+, Edge 113+, Firefox Nightly
Android ARM64 Phones, tablets, Meta Quest, Pico, HTC Vive Focus
iOS iPhone, iPad
Apple TV Apple TV 4K, Apple TV HD

Supported File Formats

Format Type
.glb / .gltf / .fbx / .obj / .stl / .ply 3D models
.ron Scene files
.lua Scripts
.blueprint Visual script graphs
.material Material graphs
.particle Particle effects
.png / .jpg / .hdr / .exr Textures
.ogg / .mp3 / .wav / .flac Audio (native only)
.rpak Compressed asset archives

License

Dual-licensed under MIT or Apache 2.0.

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2D & 3D game engine & scene editor using bevy 0.19

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