QUBICENGINE / ENGINEERING A WORLD

A world,
from first
principles.

Every pixel has a story. Explore the systems that turn geometry, light, and motion into a living 3D world.

C++20DirectX 12 firstVulkan alongside
INTERACTIVE SCENECPU rasterizer / browser

The geometry of possibility This illustration uses canvas. The explanation below describes the same process.

Drag to orbit · use arrow keys when the scene is focused Open full lab ↗
01 / SCENE INSPECTOR

One scene. Four ways to understand it.

UNDER THE SURFACEA connected guide to modern engine designSCROLL TO EXPLORE ↓
UNDERSTAND THE WHOLE MACHINE

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 →
01 / SIMULATE

A world in motion

Entities, physics, and animation.

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02 / PREPARE

Data finds its place

Assets, materials, and memory.

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03 / RENDER

Light becomes color

Visibility, shading, and passes.

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04 / MEASURE

Make every frame count

Profile the work that matters.

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THREE WAYS IN

Start where you are.

Curiosity is the only prerequisite.

DON’T JUST READ IT. CHANGE IT.

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 →
ONE ENGINE. TWO BACKENDS.

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 →

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