A world,
from first
principles.
Every pixel has a story. Explore the systems that turn geometry, light, and motion into a living 3D world.
The geometry of possibility This illustration uses canvas. The explanation below describes the same process.
One scene. Four ways to understand it.
A frame is more
than a picture.
A 3D engine makes thousands of small decisions before a world appears on screen. What moves? What is visible? Which assets are ready? Where does the light go?
QubicEngine connects those decisions in a clear reference architecture. Follow the data from a scene to a draw call, then open the code behind it.
Follow a single frame →A world in motion
Entities, physics, and animation.
↗02 / PREPAREData finds its place
Assets, materials, and memory.
↗03 / RENDERLight becomes color
Visibility, shading, and passes.
↗04 / MEASUREMake every frame count
Profile the work that matters.
↗Start where you are.
Curiosity is the only prerequisite.
Learn the basics
How can a flat screen show a 3D world? Move cameras, inspect triangles, and see the mathematics at work.
Find your first principle →02SEE HOW IT ALL CONNECTSExplore the engine
Trace scenes, streaming, skeletal animation, rendering, and the systems that hold a world together.
Go inside QubicEngine →03Build with DirectX 12
From a native window to a textured scene. A connected implementation journey with complete sample sources.
Open the handbook →Make an idea
move.
Blend two animation clips. Slow a GPU queue. Change a material’s roughness. Each laboratory makes an invisible process something you can inspect.
Enter the laboratories ↗Try skeletal animation →DirectX 12 at the center.
Vulkan in the same architecture.
The scene stays the same. Resource allocation, binding, synchronization, and presentation belong to each backend. Understand the shared design and the differences that matter.
Compare the implementations →