A game engine, already running.
Start in the browser. Save locally. No account required.
Rather run it natively? Download for Linux
The parts bin.
Props, structures, vehicles, and oddments. More than a thousand open assets are ready to drag into a scene.
Light has weight.
A single sun cuts through Sponza: hard edges overhead, deep arches below, every helmet casting into the room. This is the engine at work, not a concept render.
- scene
- Sponza
- renderer
- wgpu
- feature
- shadow maps
How it works
- 1
Open the editor
Click + New game. The whole engine loads into your tab — no install, no account required.
- 2
Drop in models, light the scene
Browse a built-in asset library. Drag, place, light, spin the camera. Save when you like what you see.
- 3
Keep your worlds anywhere
Saves stay in your browser by default. Sign in to sync them to the cloud and pick them up from any device.
Built around play.
Most engines bury you in scripts before you can see anything. G2ngine flips that — the editor is the playground, and everything you do is just data the engine can serialize, share, and reload.
Yes, that's a teapot made of teapots.
Because what's a graphics playground without a little Utah-teapot worship? Bring your own weird ideas — the engine doesn't care how absurd the scene gets.
What is this, really?
G2ngine is a 3D engine I'm building in Rust + wgpu, designed around the idea that an editor should come first, not last. It's open source, runs natively or on the web, and the same scene file works in both. Still very much under construction — expect rough edges, weird bugs, and new features every few weeks.