
Core Technology
Built for Performance
A technology stack chosen deliberately — not for hype, but because each piece makes games better.
Built with Rust
Memory safety and fearless concurrency without a garbage collector. Pulsar's core is Rust all the way down — no runtime surprises, no undefined behavior, just fast deterministic code.
Next-Gen Graphics
Direct access to Vulkan and WebGPU gives you the full power of modern GPU hardware. PBR rendering, ray tracing support, and HDR pipelines — built to ship games that look stunning.
Advanced Physics
Rapier powers Pulsar's physics — a pure-Rust simulation engine capable of thousands of rigid bodies per frame with stable, deterministic results across platforms.
Engine Deep Dive
Every Tool You Need
Pulsar ships with a full editor suite — not just a runtime. Here's what's inside.

World Building
Visual Level Editor
Place entities, sculpt terrain, and wire up scene graphs without leaving the editor. Everything you build is serialized to plain text — version-controllable, diffable, and human-readable.
- Real-time scene preview
- Entity hierarchy
- In-editor property inspector

Performance
Multithreaded Profiler
Drill into frame timings across every thread. See where your game is waiting, where locks contend, and exactly which systems are eating your frame budget — all without leaving the engine.
- Per-thread flame graphs
- Cross-thread lock visibility
- Export traces for analysis

Data Driven Design
Database Editor
Define your game's data schemas visually and let Pulsar generate the typed Rust structs. No more copy-pasting JSON configs or writing deserializers by hand.
- Visual schema builder
- Auto-generated Rust types
- Live data validation

Integrated Tooling
Built-in Terminal
Run cargo builds, fire off scripts, and inspect engine logs without switching windows. The terminal lives inside the editor and understands your project context.
- Full shell access
- Cargo integration
- Engine log streaming
Code First
Elegant by Default
Pulsar's API is designed to read like documentation. Expressive, minimal, and type-safe.
1use pulsar::prelude::*;23fn main() {4 App::new()5 .add_systems(Startup, setup)6 .add_systems(Update, hello_world)7 .run();8}910fn setup(mut commands: Commands) {11 commands.spawn(Camera3d::default());12}1314fn hello_world() {15 println!("Hello, Pulsar!");16}
Create a full Pulsar app in under 10 lines.
Capabilities
Everything in One Engine
No plugins required for the essentials. It's all there.
Data-oriented by design
ECS Architecture
Pulsar's Entity Component System puts data locality first. Systems process components in tight cache-friendly arrays — no virtual dispatch, no pointer chasing, just throughput.
Getting Started
Up in Four Commands
No project config maze. No XML. No build scripts you didn't write.
Install Rust
Requires Rust 1.75+ stable toolchain
Install Pulsar CLI
Fetches and compiles the project scaffolding tool
Create a project
Generates a minimal working project with sensible defaults
Run it
Your first window should appear in seconds
Community
What's Happening
Follow along as Pulsar grows — releases, discussions, and contributions.
Recent Announcements
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Connect with the community and share your projects on GitHub Discussions.
We welcome contributions — check out open issues and repositories.
The Mac and Linux platforms currently do not build on the main branch this is due to some changes made to our fork of GPUI to better support high perf...
tristanpoland
Helio This is still very much a WIP but we made wonderful progress the last couple days and have a full 3D scene with basic lighting, materials, and a...
tristanpoland
Idea: Running walkers OR galileo (both are world/tile map renderers targeting wgpu) and gpui (via WGPUI) together. Maybe very similar to what Pulsar-N...
sectore
Hello All! I am currently working deep in GPUI to add Bring-Your-Own-Window support. This will allow us to establish a Winit window and render the 3D ...
tristanpoland
