Editor
The native editor is Miralume.
Not an add-on — the engine's home surface. See section two.
Volcanic is a custom C++ game engine. Its native editor is Miralume — so your scenes, scripts, and assets aren't buried in panels. They're one navigable map of the whole game.
Real 2D and 3D worlds, a triple-world ECS, and a deferred renderer. What a gamedev needs to believe it ships. The one thing worth dwelling on comes next — its editor.
The native editor is Miralume.
Not an add-on — the engine's home surface. See section two.
Entities, components, and scenes in one pipeline.
A scene is data you can navigate — not a black box.
Gameplay is authored in AngelScript.
Zero game-layer C++; the binding surface is the API.
Deferred PBR with script-controllable stage hooks.
GPU particles and a compute bloom chain, bent from script.
Most engines send you to a separate editor to read scripts. Volcanic's editor shows you the whole game's architecture — scenes, scripts, assets — as one spatial model.
Footage pending — an engine scene, navigable in Miralume
Miralume understands engine scenes, not just code. Scene structure and code structure live in one map — you read the game the way it's actually built.
Miralume is the software canvas the engine is built on. This is the engine's corner of it — see the whole canvas next door.
An isometric maze with rising lava, built and shipped on Volcanic Engine — the whole game authored in AngelScript, with zero game-layer C++. Gameplay clip coming soon.