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.
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.
Prerequisites: Rust.
git clone https://github.com/renzora/engine.git
cd engine
cargo renzora # build, stage dist/, and launch the editorThat'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| 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.
Full documentation — getting started, scripting, UI, plugins, exporting, and more — lives on the website:
| 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 |
| 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 |
Dual-licensed under MIT or Apache 2.0.
