Game engine · In development

NitroCore.

Our own game engine. We’re not building it to bend games around an engine, but so the engine never holds a game back.

NitroCore Studio editor
NitroCore Studio · actual screenshot

01 Status

NitroCore is a fully controllable game engine we’re still building, editor and all. We’ll share the details here when they’re ready.

  • ECS architecture

    A data-oriented Entity-Component-System design.

  • Low-level rendering

    A render layer that talks directly to Vulkan and DirectX 12.

  • Its own editor

    NitroCore Studio for managing scenes, assets and components.

  • Physics

    Physics simulation built on PhysX 5.

02 Code

Low level,
high yield.

On the game tech side, we also take on custom engine modules, physics and simulation, and cross-platform optimization.

Why we’re writing our own engine
// Arena allocator ile bellek yönetimi
auto arena = Nitro::Memory::CreateArena(MB(256));
auto* entities = arena.Alloc<Entity>(10000);

// Paralel görev dağıtımı
Nitro::JobSystem::Dispatch([&](int i) {
    entities[i].Update();
}, 10000);
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