MotaEngine

Features

One engine, from first prototype to live servers

Every system below ships in the engine today and is covered by more than 3,600 automated tests plus a golden-image render suite.

Rendering

  • Vulkan 1.3 with dynamic rendering
  • Physically based materials and layered materials
  • Cascaded and virtual shadow maps
  • Screen-probe and SDF global illumination, DDGI
  • Volumetric clouds, aerial perspective, height fog and god rays
  • GPU particles and VFX
  • Meshlet rendering, parallax occlusion and triplanar mapping
  • Path-traced reference renderer
  • Variable-rate shading and async compute
  • Golden-image render regression harness

Simulation

  • Archetype-based ECS with parallel systems
  • Jolt Physics: rigid bodies, raycasts, triggers, destruction
  • Skeletal animation, blend trees, state machines, IK
  • Behavior trees, blackboard, A* pathfinding, perception
  • 3D spatial audio with buses, reverb and occlusion
  • Gameplay framework: abilities, inventory, quests, save/load

Networking

  • Encrypted reliable UDP transport
  • Per-client delta replication and RPCs
  • Lag compensation and snapshot interpolation
  • Headless dedicated server (MotaServer) for Windows and Linux
  • Automatic client reconnect
  • /health, /status and Prometheus /metrics endpoints

Tools and workflow

  • LuaJIT scripting with hot reload
  • Runtime UI: menus, HUD, settings and developer console
  • CPU and GPU profilers, console variables and crash reports
  • mota CLI: new, build, run and package game projects
  • Prebuilt SDKs for Windows x64 and Linux x64 servers
  • Texture cook to BC7 / ASTC / ETC2, signed paks

Platforms and roadmap

PlatformStatus
Windows x64Game client and dedicated serverSupported
Linux x64Dedicated server (Clang, Docker image)Supported
Android / iOSEngine renders on device; packaging tools existIn progress
Visual editorScene, material and VFX editing toolsComing later
macOS, Linux clientNot yet targetedPlanned