Born from 25 years of industry experience. A modern runtime shipping today on Windows and macOS, designed from day one for the full console matrix — GPU-first where it matters, data-oriented across CPU and GPU boundaries, and explicit about ownership and fallback behavior.
Recent renderer milestones — the modern temporal stack, vendor upscalers, hardware ray tracing, and tri-backend parity (D3D12, Vulkan, Metal 4) all landed in production code.
Temporal Light Radiance Cache — first modern GI path live on D3D12 & Vulkan. Screen-probe resolve, temporal reprojection, adaptive ray allocation, and a world-cache feedback loop.
Modern GIProduction macOS backend on the Metal 4 API. MetalFX upscaling, hardware ray tracing, residency sets, and TBDR-aware pass ordering — full feature parity with D3D12 and Vulkan.
Apple · Metal 4 · MetalFXNVIDIA NGX integration covering Super Resolution, Ray Reconstruction, and Frame Generation. Auto/manual denoiser routing through the temporal guide buffers.
NVIDIA · SR + RR + FGAMD FidelityFX Super Resolution 3 frame interpolation wired across both D3D12 and Vulkan paths, sharing the engine's motion-vector and depth contracts.
AMD · FSR3-FGNVIDIA RTXDI ReSTIR for direct illumination and full path tracing. Temporal/spatial resampling with boiling filter and NRD denoising for production-grade results.
ReSTIR PTDynamic Diffuse Global Illumination with probe grids and screen-probe support. Selectable alongside TLRC; both paths share the temporal foundation.
Dynamic GIComplete HDR ownership from lighting through post-processing. HDR10 output on D3D12 & Vulkan with correct EOTF/PQ encoding at present.
HDR10NVIDIA Real-time Denoiser integration covering REBLUR/RELAX for raytraced shadows, reflections, and GI — with a custom temporal denoiser as a feature-flagged fallback.
NRD · CustomUnified bindless slot tracking across D3D12 and Vulkan. Materials, textures, structured buffers, samplers and acceleration structures all routed through a single index space.
D3D12 + VulkanProduction VisBuffer pipeline with 12-bit drawcall, 8-bit triangle, 12-bit meshlet packed into a 32-bit payload. 64-vertex/124-triangle meshlets driven by GPU culling.
GPU-DrivenGraph-owned motion vector texture with camera/static reprojection. Halton(2,3) jittered TAA with neighborhood clamping, plus camera view history for any temporal consumer.
Temporal FoundationGround Truth Ambient Occlusion and Conservative Morphological AA, both production-validated and selectable through the post-process path enum on either backend.
AO + AAFull feature parity across D3D12 (Agility 1.719+, SM 6.9), Vulkan 1.4, and Metal 4. Side-by-side viewport comparison mode lets you A/B any two backends in the editor.
D3D12 · Vulkan · Metal 4Built from the ground up with no legacy constraints. Every system designed for modern hardware, explicit APIs, and production-scale workloads.
Work moves to the GPU when throughput gain is real. GPU-driven culling, mesh shaders, skinning dispatch, scene BVH, and visibility-buffer material evaluation all run on the device today.
Archetype-based entity component system with SoA layout in 16KB cache-friendly chunks. SIMD-vectorized iteration, zero-allocation queries, and deterministic job scheduling.
32-bit packed visibility payload (12+8+12 bits) feeds compute material evaluation. 64-vertex/124-triangle meshlets driven by GPU frustum/occlusion/backface culling.
Same data contract, different execution path. Lower-tier fallbacks reduce quality but never require different gameplay code. One codebase, all platforms.
Fiber-agnostic work-stealing scheduler with DAG dependencies. Lock-free hot paths via atomics. One worker thread per hardware core with cache-affinity pinning.
Render-graph DAG with automatic barrier coalescing and transient resource aliasing (30-50% VRAM savings). Live D3D12 + Vulkan + Metal 4; NVN, AGC, GDK on the roadmap.
Deterministic content-addressed cooking with DDC. Budget validation at cook time. Runtime consumes prebuilt streaming-friendly formats exclusively.
Module / DLL reload via DynamicModuleLibrary today; shader reload, engine hot-restart, and Live++ C++ patching designed for sub-second iteration.
Six invariants that hold across all capability profiles and all subsystems.
Systems schedule jobs and declare dependencies. No direct OS threads as authoring model. Synchronization on hot paths is minimized via lock-free atomics.
Game state structured for locality, batching, and vectorization. ECS with contiguous storage, SIMD-friendly data layout, and predictable iteration patterns.
Render-graph style dependency control with deliberate pass dependencies, resource transitions, and feature fallbacks. No hidden state machines.
Throughput-critical work moves to GPU. Gameplay-critical, deterministic, or rollback-sensitive work may remain CPU-owned when latency demands it.
Every simulation product declares CPU-owned, GPU-owned, or mirrored. Six sync phases with explicit visibility rules prevent readback stalls.
CPU, GPU, memory, I/O, and thermal envelopes per subsystem. Cook-time validation. Runtime budget broker with degradation ladders and hysteresis.
Four profiles drive every subsystem decision — rendering, simulation, streaming, audio, budgets. Same contract, scaled execution.
Click any card to reveal the full feature set. 40+ engine systems — some shipping today, others fully specified and on the implementation roadmap.
KAPI_DETERMINISTIC_JOBSShipping today on Windows (DirectX 12 & Vulkan 1.4) and macOS (Metal 4). Designed from day one for the full console matrix.
No exceptions, no RTTI. Engine-owned types with explicit allocators in hot paths; std used pragmatically where it pulls its weight. constexpr/consteval over template metaprogramming.
No tracing garbage collection. Exclusively manual or deterministic reference counting with cycle-free invariants validated by telemetry.
Interface + implementation only. No virtual dispatch on hot paths. No dynamic_cast. Composition over inheritance throughout.
No SFINAE, CRTP frameworks, expression templates, or policy-template design. Narrow typed templates for containers and math only.
No global new/delete. Arena, pool, frame, stack, and TLSF allocators. Every allocation has a known lifetime and budget owner.
Zig and Rust permitted for offline tools (asset processors, build utilities). AngelScript for gameplay scripting with GC-dormant contract.