An engine by Brandon Bird / In active development
My browser game engine, and the editor I build games in.
Why build the tools too?
Because the engine is part of the work.
Oasis brings a Unity-style scene and component workflow to browser games. I’m building the rendering and runtime systems alongside the editor, so I can work on a game and the tools it needs in the same project.
The workspace has a scene hierarchy, visual authoring view, component inspector, asset browser, game view, and console. Shader graphs have live node previews and feed the materials used in the running games.
Survive is the current example. Earlier games, including Wave Delight, show previous stages of the engine’s development.
- WebGPU and WebGL render backends
- Scenes, prefabs, and components
- Visual shader graphs and previews
- Sprite assets and materials
- Responsive game and UI layouts
- Scene and game views in the editor
Inside the local workspace
The editor, up close.
Fresh screenshots from the local engine, using the Survive project.
Try the engine through the game.
Explore Survive