// this is a game engine.
// it does not need a hero image.

Chloe Engine is a modular, data-oriented game engine written from scratch. It handles rendering, physics, audio, and networking in a single ECS-driven architecture. No marketing. No feature grids. Just the system, exposed.

// everything you see here is the documentation that accidentally became the homepage

connected →

how does it work?

ECS CORE RENDERER PHYSICS AUDIO NETWORKING RESOURCE MGR SCENE GRAPH // the heart of everything MONOLITHIC THIS IS WRONG → use ECS
pipeline below ↓

show me the pipeline

VERTEX FETCH VERTEX SHADER RASTERIZATION FRAGMENT SHADER OUTPUT MERGE FRAMEBUFFER // GPU bound bottleneck here
fn render_frame(world: &World) {
// query all renderable entities
let query = world.query::<(&Transform, &Mesh, &Material)>();
for (transform, mesh, material) in query.iter() {
gpu.bind_pipeline(material.shader);
gpu.push_constants(transform.matrix());
gpu.draw_indexed(mesh.index_count);
}
}

speaking your language

렌더링 파이프라인 rendering pipeline
物理演算 physics calculation
描画 drawing / rendering
충돌판정 collision detection
音響処理 audio processing
대박 jackpot
すごい amazing

// engine concepts carry equal weight in every language.
// no translations. no footnotes. first-class terms.

>_ start building

start building

chloe-engine
$ git clone https://github.com/chloe-engine/chloe.git
$ cd chloe
$ cargo build --release
$ cargo run --example hello_triangle
$ _
// no button. no CTA. just the command.