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An open, hackable Vulkan game engine with a deferred PBR renderer, optional hardware ray tracing, an ECS scene editor, Jolt physics, and Lua + visual scripting built solo, in Early Access, with the roadmap and known issues public from day one.

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About LAB Engine

LAB Engine is a Vulkan deferred renderer and scene editor, developed solo and in the open. This is Early Access because LAB is being built the way its own documentation is written in public, with the known problems listed next to the finished features, not after them. What you get today is a real, working editor: you can drop in a mesh, light a scene, tune materials, script behavior, hit Play, and package a standalone build that runs without the editor. What's still being built is listed below, and it stays updated as things land.

What's in the engine today

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Deferred PBR renderer : a render graph that declares each pass's reads andwrites and generates the barriers between them. Cook-Torrance lighting (GGX, Smith,Schlick), directional/point/spot lights with a clustered light grid, and shadow mappingfor every light type including cascaded sun shadows.
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Hardware ray tracing : optional, never required. Traced sun shadows, ambientocclusion, reflections, and ReSTIR global illumination, behind an NRD-style denoiser. On aGPU without ray query support, every one of these has a raster fallback that looks rightwithout the scene needing to change.
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Dynamic global illumination via DDGI probe volumes — traced on the GPU whereray query is available, on the CPU where it isn't.
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An ECS scene (EnTT-backed) with a YAML scene format, transform gizmos, multi-select, undo/redo, and prefabs (.Lobj objects) with instance refresh.
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Jolt Physics : box/sphere/capsule/mesh colliders, static/dynamic/kinematic bodies, raycasting, and collision callbacks reaching scripts.
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Two ways to script: Lua 5.4 text scripts, or a visual node graph that compiles down to the same Lua, inspect the generated code any time.
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Projects and standalone builds : open a self-contained, movable project folder; Build > Build Standalone packages a runtime + your assets into something that runs with noeditor attached.
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A real performance panel : frame time with percentiles, per-pass GPU timing off Vulkan timestamp queries, CPU stall breakdown, and a report you can copy off for comparing two runs.

Why Early Access

Because a rendering and editor codebase this size benefits from real use before it calls itself finished, and because the alternative building it in isolation and announcing it "done" is exactly the kind of claim this project's own docs argue against. The roadmap and the known-issues list are public in the repository, not just in marketing copy.

Who this is for, right now

Technical users comfortable with an engine that is still filling in gaps glTF import, a finished material graph editor, async asset loading rather than someone who wants a turnkey, feature-complete toolchain today. If you want to render scenes with real-time ray tracing that gracefully degrades on older hardware, script gameplay two different ways, and watch (or shape) an engine's roadmap directly, this is built for you.

System requirements at a glance

Windows 10/11 64-bit only. A Vulkan 1.2-capable GPU is the floor; a GPU with ray query

support (recent RTX/RDNA2-and-up cards) is what unlocks the ray-traced path everything

still renders correctly without one.

Full feature list, known issues and the public roadmap:

Steam data © 2026 Valve Corporation. Trademarks are property of their respective owners.

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