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Cairn engine2026.10.066 Oct 2026

The first day

Cairn starts: a window, a Vulkan renderer, scenes saved as text, and the first version of the editor.

Cairn is the 3D engine our games are made in. This is where it began: everything it needs to put a lit model on screen and save the scene it sits in.

What's new

Engine

  • A window and a Vulkan device through nvrhi, with logging and a crash handler that writes a readable stack trace to the log.
  • An entity component system with transforms and parent and child entities.
  • Scenes saved as YAML. Saving a scene that was just loaded gives the same bytes, so a change shows up cleanly in version control.
  • A forward renderer with a camera, built-in meshes (cube, sphere, plane) and screenshots.
  • glTF import: meshes, materials and textures, each with an ID of its own, so moving a file breaks nothing.
  • Projects: a project file, an asset folder and a start scene.
  • HDR rendering with exposure and the ACES tonemap.

Editor

  • The editor shell: a viewport, a hierarchy, an inspector, and undo and redo for every change.
  • Move, rotate and scale gizmos, a fly camera and a ground grid.

Testing

  • Unit tests that run on every build, and render tests that compare each picture against a reference image.

Known issues

  • Built and tested on macOS only. Windows and Linux are not built yet.