Browser-Based Game Engine

Uruk
Engine

AAA game development platform with AI-powered world building, next-gen WebGPU rendering, and a complete content creation pipeline, all running in your browser.

189+
Tests Passing
15+
AI Actions
12
World Cells
42
Nav Nodes
6
AI Archetypes
Rendering showcase: GPU-driven clustered lighting, global illumination, virtualized geometry, volumetric fog and god rays

Next-Gen Rendering

WebGPU-Powered Render Pipeline

A multi-layer rendering architecture with WebGL2 and WebGPU dual backends, custom render graph, and GPU-driven compute systems. Four pillars of visual fidelity running in your browser.

GPU-driven clustered lighting — 16×9×24 frustum clusters with compute build & assign
Lumen-like GI — SSGI ray marching, DDGI probe grid, temporal denoiser
Virtualized geometry — meshlet builder, cluster hierarchy, GPU LOD selection
Volumetric fog & god rays — atmospheric scattering with temporal reprojection
RenderGraph with topological pass compilation and lazy resource allocation

Capabilities

Everything You Need

A complete game development environment — from world building to AI-driven NPCs, from physics simulation to cinematic sequencing.

Entity Component System

Typed World, Entity, Component, and System architecture with per-phase step loops and real-time stats collection for every subsystem.

ECSTypeScriptTyped

World Streaming

Cell-based streaming with real lifecycle management — dormant, loading, loaded, active, unloading. 12 cells covering the ancient city of Uruk.

StreamingProximityMinimap

AI Navigation

A* pathfinding on a 42-node waypoint graph with cell-gated traversal. 8-state FSM agents with patrol routes and daily schedules.

A*FSMPathfinding

Physics Engine

AABB, sphere, and mesh colliders with trigger volumes, overlap detection, raycast, and character controller registry.

CollidersTriggersRaycast

Blueprint Editor

Visual node-graph canvas with 12 node types across 5 categories, pin-type validation, drag-and-drop, zoom/pan, and execution preview.

Node GraphVisual12 Types

Terrain Sculptor

Brush tools for raise, lower, smooth, flatten, noise, and erosion. Texture splatting with 3D wireframe preview.

BrushesSplattingErosion

Cinematic Sequencer

Timeline with keyframe tracks for camera, lighting, crowd, weather, and dialogue. Full playback controls for in-engine cinematics.

TimelineKeyframesCamera

Mission Editor

Visual node-graph showing missions with dependency arrows, draggable nodes, objective trees, and chapter organization.

MissionsChaptersObjectives

Desktop App

Electron shell for Windows, macOS, and Linux packaging. Run the full engine offline with native file system access.

ElectronCross-PlatformOffline
Full Uruk Engine editor with Uruk AI panel, scene hierarchy, 3D viewport, inspector, and sequencer

AI Integration

Build Worlds with Natural Language

Uruk AI is the engine's strongest differentiator — an LLM integrated directly into the editor that manipulates the scene graph through natural language commands. Spawn NPCs, change weather, build structures, and design missions — all through conversation.

15+ action types — teleport, spawn, build, delete, select, weather, lighting, fog, camera
Full scene awareness — AI sees all entities, components, and world state
Quick commands for common tasks — Add NPC Guard, Create Material, Dust Storm
Maps natural language to EditorContext mutations with full undo/redo
No other browser engine has this level of LLM integration for scene manipulation
Uruk Engine built-in code editor showing routers.ts with file explorer and syntax highlighting

Built-In Code Editor

A Complete IDE in Your Browser

A full code editor with file explorer, syntax highlighting, and split/fullscreen modes — embedded directly in the engine. Browse the project structure, edit routers, tweak AI prompts, and modify game logic without leaving the browser.

File explorer with full project tree — client, server, shared, drizzle, and engine core
Syntax-highlighted TypeScript editor with split and fullscreen modes
Direct access to tRPC routers, AI system prompts, and game logic
Seamless switching between code editor, 3D viewport, and AI panel
Zero-install — runs in any modern browser with WebGPU support
Uruk Character Designer with historical period presets, clothing options, and AI-generated warrior character

2D → 3D Pipeline

Historically Accurate Character Art

Design characters grounded in Mesopotamian history. Choose from four historical period presets spanning 2,000 years, customize clothing, skin tone, hair, and accessories — then generate full-body concept art with AI and send it straight to the 3D pipeline.

Four historical periods — Early Uruk (3500 BCE) to Kassite (1500 BCE)
Clothing styles, skin tone, hair, body type, and accessory customization
Multiple AI backends — Manus AI Cloud, Qwen VL Local, SDXL NSFW
One-click Send to 3D Studio for automatic mesh reconstruction
Full 6-step pipeline guide — Design → 2D Art → 3D Model → Rig → Animate → Export
Uruk Forge 3D Studio with a high-poly Nordic dancer character model, 1.9M faces, PBR textures

Forge 3D Studio

Image to 3D in One Click

Uruk Forge 3D is a complete 3D content creation studio. Upload a 2D image or describe a character, and the engine reconstructs a high-poly textured mesh with PBR materials — ready for rigging, animation, and export directly into the game.

Image-to-3D reconstruction with 1.9M+ face meshes and PBR textures
Ultra and Standard mesh quality modes with topology controls
Segment, retopo, texture, rig, and animate — all in one workspace
GLB/FBX export or direct engine import with DCC bridge
Uruk Forge v3.1 AI model — best quality reconstruction

How We Compare

Engine Comparison

An honest look at where Uruk Engine leads, where it competes, and where established engines have the advantage.

AI-Native Editing
URUKLLM Co-Pilot with 15+ action types, undo/redo
UE5Third-party plugins only
UNITYThird-party plugins only
GODOTNot available
Zero-Install Access
URUKAny browser, any device — open a URL and build
UE5100+ GB download
UNITYMulti-GB download
GODOT~60 MB download
2D → 3D Pipeline
URUKAI concept art → 3D mesh → rig → animate in one workspace
UE5MetaHuman (photorealistic, separate tool)
UNITYExternal DCC required
GODOTExternal DCC required
Rendering Fidelity
URUKWebGPU + Three.js — PBR, shadows, real stats
UE5Nanite + Lumen — industry-leading
UNITYURP / HDRP — production-grade
GODOTVulkan renderer — capable
Historical Content System
URUKTyped schemas for Mesopotamian periods, factions, NPCs
UE5General-purpose
UNITYGeneral-purpose
GODOTGeneral-purpose
World Streaming
URUK12-cell proximity system with live minimap
UE5World Partition — production-grade
UNITYAddressables + scenes
GODOTManual scene management
Platform Targets
URUKWeb + Desktop (Electron)
UE5PC, console, mobile, VR
UNITYPC, console, mobile, VR, web
GODOTPC, mobile, web
Full-Stack Extensibility
URUKTypeScript end-to-end — editor, runtime, server, AI
UE5C++ / Blueprints
UNITYC#
GODOTGDScript / C#
Leads
Competitive
Gap

Transparency

Subsystem Maturity

Honest about what works, what is in progress, and what is scaffolded. Every subsystem is rated on a four-level scale.

Functional
Integrated
Architecture
Visual Editor
3D Viewport
ECS
Render Pipeline
Uruk AI
3D Studio (Forge 3D)
Character Designer
Cinematic Sequencer
Mission Editor
World Streaming
AI Navigation
Physics
Runtime Orchestrator
Blueprint Editor
Terrain Sculptor
Desktop App

Architecture

Tech Stack

Frontend
React 19, TypeScript, Tailwind CSS 4, Three.js r183
Backend
Express 4, tRPC 11, Node.js 22
Database
MySQL / TiDB, Drizzle ORM
3D Rendering
Three.js r183 — WebGL2 + WebGPU dual backend, custom render graph
AI Systems
Built-in LLM API, Tripo 3D API, optional local inference (Qwen / SDXL)
Testing
Vitest — 189+ tests, 10 test files, 100% passing
Desktop
Electron shell — Windows, macOS, Linux packaging

Open Source

Build the First City

Uruk Engine is a vertical-slice prototype pushing the boundaries of what a browser-based game editor can achieve. Explore the code, contribute, or fork it for your own project.