Volcanic Engine

The only engine
built to be seen.

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.

The engine, briefly

A custom C++ game engine — Volcanic.

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.

Editor

The native editor is Miralume.

Not an add-on — the engine's home surface. See section two.

Assets

Entities, components, and scenes in one pipeline.

A scene is data you can navigate — not a black box.

Scripting

Gameplay is authored in AngelScript.

Zero game-layer C++; the binding surface is the API.

Render pipeline

Deferred PBR with script-controllable stage hooks.

GPU particles and a compute bloom chain, bent from script.

The differentiator

Your engine, in Miralume.

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.

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.

  • Entities — every actor in the scene, placed in the map
  • Components — the data on each entity, inspectable in place
  • Scripts — the AngelScript that drives them, in the same view

Miralume is the software canvas the engine is built on. This is the engine's corner of it — see the whole canvas next door.

Shipped on Volcanic

The maze is lava.

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.