◆ PULSAR ENGINE
Level Editor
Pulsar

PULSAR

A next-generation game engine built in Rust — fast, safe, open source.

Level Editor

Core Technology

Built for Performance

A technology stack chosen deliberately — not for hype, but because each piece makes games better.

Built with Rust

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.

Zero-cost abstractions
Next-Gen Graphics

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.

Ray tracing ready
Advanced Physics

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.

10k+ bodies/frame

Engine Deep Dive

Every Tool You Need

Pulsar ships with a full editor suite — not just a runtime. Here's what's inside.

Visual Level Editor
World Building

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
Multithreaded Profiler
Performance

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
Database Editor
Data Driven Design

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
Built-in Terminal
Integrated Tooling

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.

~/my-game/src/main.rs
1use pulsar::prelude::*;
2
3fn main() {
4 App::new()
5 .add_systems(Startup, setup)
6 .add_systems(Update, hello_world)
7 .run();
8}
9
10fn setup(mut commands: Commands) {
11 commands.spawn(Camera3d::default());
12}
13
14fn 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.

1

Install Rust

curl --proto '=https' --tlsv1.2 -sSf https://sh.rustup.rs | sh

Requires Rust 1.75+ stable toolchain

2

Install Pulsar CLI

cargo install pulsar-cli

Fetches and compiles the project scaffolding tool

3

Create a project

pulsar new my-game

Generates a minimal working project with sensible defaults

4

Run it

cd my-game && cargo run

Your first window should appear in seconds

Community

What's Happening

Follow along as Pulsar grows — releases, discussions, and contributions.

Latest Build

Fetching...

Alpha — expect breaking changes

Recent Announcements

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Ongoing
Join the Discussion

Connect with the community and share your projects on GitHub Discussions.

Ongoing
Contributing to Pulsar

We welcome contributions — check out open issues and repositories.

Feb 10, 2026
Temporarly loss of support for non-Windows platforms

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

tristanpoland

Feb 6, 2026
Helio: Pulsar Engine's custom, high fidelity, real time rendering engine

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

tristanpoland

Dec 18, 2025
(question) `wgpui` AND `walker` or `galileo` (both `wgpu`)

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

sectore

Nov 2, 2025
GPUI Bring-Your-Own-Window

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

tristanpoland

Alpha · Join Early

Help Shape Pulsar

Pulsar is open source and in active development. The best time to get involved — file issues, write docs, build features — is right now.

Support Open Source

Open source projects like Pulsar Engine require significant time and resources to develop and maintain. Your support helps us:

  • Dedicate more time to development and improvements
  • Cover infrastructure and hosting costs
  • Create better documentation and tutorials
  • Keep the project sustainable and growing

Every contribution, no matter the size, makes a real difference.