Real-time engine · built in Rust

The rendering of a AAA engine. The soul of an indie one.

Vivazo is a modern real-time engine with real-time global illumination, meshlet geometry, and virtual shadows — authored in Blender, running everywhere.

Real-time engine output
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Why Vivazo

Cutting-edge rendering, without the cutting-edge headcount.

Every technique the big engines charge a team of specialists for — global illumination, virtualized geometry and shadows, streaming virtual textures — lives inside one clean, Rust-native codebase. No C++ legacy. No black boxes.

Real-time global illumination

Dynamic bounce lighting with a software ray-traced SDF path — Lumen-class indirect light, even on hardware without hardware ray tracing.

Meshlet geometry

GPU-driven cluster culling and a visibility-buffer pipeline push film-density meshes in real time — Nanite-class detail, no LOD babysitting.

Virtual shadow maps

Pixel-perfect shadows from every light, streamed on demand. Runtime-flippable with cascaded PCSS — no rebuild.

Virtual textures

Feedback-driven streaming keeps a vast material budget resident in a fixed VRAM footprint. Author big; ship lean.

Living worlds

Volumetric weather, oceans with real wave fields, terrain erosion and vehicle physics — the world simulates, it doesn't just pose.

Runs everywhere

One engine across Windows, macOS/Metal, Linux and the browser. Rust safety end to end, wgpu under the hood.

Rust
Memory-safe, top to bottom
~35
Modular engine crates
GI + VSM
SOTA lighting, default-on
1 graph
Unified frame-graph renderer
Showcase

Frames straight from the engine. No offline render.

Every frame below is real-time output — captured straight from Vivazo's renderer with ReSTIR global illumination, SDF ambient occlusion and TSR. This is Sponza: the reference scene every serious renderer on earth is measured against, loaded from standard glTF and lit live in the engine — alongside an FFT-simulated ocean.

Captured headless at 1920×1080 through the full post-processed pipeline — GI bounce, soft shadows, textured stone, no offline bake. Sponza loads from the same glTF path your artists ship into. Meshlet geometry, virtual shadows and volumetric weather next.

The technology

A modern engine architecture, done right the first time.

Vivazo is a strictly layered workspace — foundation to editor, each layer depending only downward, enforced in CI. It's the kind of foundation you can raise a company on.

  • Trait-first, handle-based. Clean seams between systems make the engine extensible without forking it.
  • Blender-native workflow. Artists author in tools they already know; the engine runs what they ship.
  • Editor + runtime parity. An egui-based editor with live collaboration, sitting on the same world the game runs.
  • Ships to the web. A path to instant, install-free playable demos in the browser.

Layered architecture

Editoreditor · asset-compiler
Facadevivazo prelude
Integrationapp · runtime · build
Gameplayphysics · audio · ai · terrain
Renderingrender · vfx · vt · ui
ECSecs · scene · animation
Platformwindow · asset · platform
Foundationcore · tasks · net · gi
Get in touch

Let's build the next generation of real-time worlds.

Vivazo is [[one-line positioning / what you're raising — EDIT]]. If you're an investor, studio, or engineer who wants to go deeper, we'd love to show you a live demo.