◆ PULSAR ENGINE
Level Editor
Pulsar

PULSAR

An experimental game engine and editor built entirely in Rust — stable, extensible, open source.

Level Editor

Core Technology

Built for Performance

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

Rust All the Way Down

Rust All the Way Down

The editor, the renderer, the plugins — everything is Rust. Projects are standard Cargo workspaces. No custom scripting language, no VM overhead, just native performance with compile-time safety.

Standard Cargo workflow
Zero-Copy GPU Rendering

Zero-Copy GPU Rendering

A three-layer compositor shares textures directly in GPU memory — Bevy renders the 3D viewport, GPUI renders the editor UI, and D3D11 composites them with no CPU copies. Smooth 60 FPS even with a complex scene.

D3D11 compositor + Bevy + GPUI
Rapier3D Physics

Rapier3D Physics

Rapier powers Pulsar's physics simulation — a pure-Rust engine running on a background thread for consistent physics ticks. Rigid body dynamics, collision detection, and constraints with deterministic results.

Background-threaded simulation

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 in a GPU-accelerated GPUI interface. Assets are serialized to plain text — version-controllable with Git, diffable, and human-readable.

  • Real-time 3D viewport via Bevy
  • File drawer for asset navigation
  • Text-based asset format
Tracy Profiler Integration
Performance

Performance

Tracy Profiler Integration

Nanosecond-precision instrumentation is embedded throughout the engine. See per-thread flame graphs, frame timings, and initialization bottlenecks without leaving the editor.

  • Nanosecond-precision tracing
  • Per-thread flame graphs
  • Engine-wide instrumentation
Type Database & Debugger
Type Intelligence

Type Intelligence

Type Database & Debugger

Pulsar maintains a live type registry of your project — every struct, enum, trait, and alias. The Type Debugger UI panel lets you browse, search, and inspect types in real time.

  • Live type registry
  • Struct/enum/trait inspection
  • Powered by Rust Analyzer
Built-in Terminal & Code Editor
Integrated Tooling

Integrated Tooling

Built-in Terminal & Code Editor

Run Cargo builds, fire off scripts, and inspect engine logs without switching windows. The integrated code editor provides full Rust Analyzer support — completions, diagnostics, go-to-definition.

  • Full shell access
  • Rust Analyzer LSP integration
  • Live diagnostics panel

Code First

Real Engine Code

Everything here is from the actual Pulsar codebase — not mock-ups.

~/my-game/src/engine_main.rs
1use pulsar_std::prelude::*;
2
3pub fn main() {
4    env_logger::init();
5
6    let mut app = PulsarApp::new();
7
8    // Register your project's types
9    app.register_type::<GameState>();
10    app.register_type::<Inventory>();
11    app.register_type::<PlayerData>();
12
13    // Register game systems
14    app.add_system(game_state_system);
15    app.add_system(inventory_system);
16    app.add_system(player_update_system);
17
18    // Load the default scene and run
19    app.load_scene("scenes/default.level");
20    app.run();
21}

Initialize Pulsar, register types, load a scene, and run.

Capabilities

Everything in One Engine

No plugins required for the essentials. It's all there.

Simple and debuggable

GameObject Architecture

Pulsar uses straightforward GameObject structs with position, velocity, rotation, and scale — not ECS. The GameThread updates them at a fixed 60 TPS. Easy to understand, easy to debug.

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 stable toolchain and Visual Studio C++ build tools on Windows

2

Clone the repository

git clone https://github.com/Far-Beyond-Pulsar/Pulsar-Native.git

Or download a binary from the Releases page on GitHub

3

Build the engine

cd Pulsar-Native && cargo build --release

First build compiles all dependencies — subsequent builds are much faster

4

Run it

cargo run --release

The Pulsar launcher will open — create a project from the Templates tab

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 25, 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 13, 2026
Improvement suggestions

Add any patch ideas you have below in comments Far-Beyond-Pulsar/WGPUI#5

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

In Development · Get Involved

Help Shape Pulsar

Pulsar is open source and in active development. Core systems are still being designed — the best time to influence the engine's direction 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.