DEMIENGINEGAME ENGINE Everything is free
OPEN SOURCE / LINUX FIRST

Your game.
Your engine.

Build with Lua. Shape scenes in the native editor. Keep the source in readable JSON. From 2D games to experimental 3D worlds you can break apart — with documentation that matches the engine.

C++20 + Lua 5.4Vulkan / bgfxDocumentation20 free packages →
DESTRUCTION WEAPON LAB LIVE ENGINE CAPTURE
DemiEngine's destruction lab: brick walls and a steel door, a hammer, tiled prototype surfaces and an evening sky.
Real gameplay. Editable scenes.Example instructions ↗
THE WORKFLOW

Build it. Inspect it. Make it yours.

The editor and command line work with the same project files. No hidden editor-only game state.

01 / AUTHOR

A native workspace.

Edit scenes, HUDs and prefabs. Use the Inspector, Undo/Redo, embedded Play and adjustable UI scaling.

Explore the editor →
02 / PLAY

Explicit Lua gameplay.

Import the services you need. Add typed script properties and reuse packages for movement, combat, UI and networking.

Read the Lua guide →
03 / BREAK

Destruction with a workflow.

Author ordinary prefabs with fracture components. Jolt handles rigid bodies; Blast handles connected fragments. No NVIDIA GPU required.

Build a destructible wall →
ENGINE SYSTEMS

Everything you need. Documented.

Production-ready 2D and UI, lightweight experimental 3D, and the tooling to validate, test and ship on Linux and Android.

01

2D & isometric

Sprites, sheets, tilemaps, cameras, materials, particles, masks, nine-slice and isometric placement with depth sorting.

2D guide →
02

Lightweight 3D

glTF models, GPU skinning, instancing, LOD, lights, panorama skies, denting and localized Blast destruction.

3D guide →
03

Physics

Box2D and Jolt bodies, authored collider shapes, joints, CCD, kinematic movement, queries and contact events.

Physics guide →
04

UI & HUD

Retained trees, layout containers, themes, localization, UI prefabs, text editing, virtualization and accessibility.

UI guide →
05

Input

Contextual actions for keyboard, mouse, gamepads, touch and virtual controls, plus deterministic replay.

Input guide →
06

Animation & audio

State machines, blend spaces, timed events, two-bone IK, buses, snapshots, streaming and spatial voices.

Animation & audio →
07

Assets & data

Deterministic importers, addressable groups with budgets, cooking, portable packs and schema-backed game data.

Assets guide →
08

Networking & HTTP

Host-authoritative sessions with contracts and ownership, optional prediction, TLS and async REST calls.

Networking guide →
09

Editor & CLI

Native scene/HUD/prefab workspace sharing loaders and diagnostics with a complete authoring and packaging CLI.

CLI reference →
10

Testing

E2E scripts through the real runtime, input replay, profiler CSV reports, debug overlays and save migrations.

Testing guide →
11

Shipping

Cooked Linux bundles and Android APK/AAB builds with capability gates, content audits and transactional packaging.

Shipping guide →
12

Free packages

Gameplay modules and assets — health, projectiles, inventory, encounters, third-person, Kenney textures and more.

Browse packages →
RUNNING TODAY

See the engine run.

Every shot below is a checked-in example project running under demi run — the same projects you get with demi new.

MEASURED, NOT ASSUMED

Put the engine
under load.

The animation example can show 1,024 or 2,000 independently animated characters. Repeatable probes cover barrels, collisions and mixed workloads too.

Run the crowd demo →
2,000

animated characters

Recorded desktop reference: 1080p, Vulkan, RTX 3070 Ti Laptop, Release build. Frame time p95: 15.34 ms.

A scoped animation workload, not 2,000 AI agents or a universal FPS promise. Results vary with hardware and scene complexity.

Hardware, settings & qualification results ↗
LESS SETUP

Start with a package.

Free code and assets, installed into your project. Versions stay in the lockfile; the game never contacts a registry.

Kenney's original preview of prototype grid textures in six colors.
ASSETS / CC0

Kenney Prototype Textures

78 textures. Six colors. Ready-to-select asset IDs, with no manual importing.

See the textures →
GAMEPLAY / BSD-3-CLAUSE

Destruction tools for your game.

Hammer timing, swept rockets, native impact adapters and proximity-based destruction streaming. Use the current development engine for these experimental APIs.

Inside your project directorydemi package add demi.gameplay.destruction@1.0.0
Explore the destruction package →Browse all 20 free packages ↗
WHERE WE ARE

An engine in active development.

Available now

Established 2D, isometric and UI workflows. Experimental 3D GPU skinning, Jolt physics, localized destruction, mesh denting and panorama backgrounds. Android support is qualified per feature and device.

What comes next

HDR and tone mapping, metallic/roughness PBR, environment reflections and local reflection probes. Structural stress, large-world workflows and broader production qualification remain open.

Follow the roadmap →
Documentation hubGetting startedLua APICapabilitiesExamples tourLinux & Android shippingPublish a package →