Built-in editor Working
Open a scene, move objects, tweak lights and materials, then save and reload it. The editor compiles to WebAssembly and runs in your browser via WebGPU with no installation or account required.
Eresh is an editor-first Rust game engine that you can actually open and run right in your browser, with no installation needed. It opens like Godot and runs like Rust: a forward+ PBR renderer on an archetype ECS, dual-licensed MIT/Apache. Pre-alpha, built in the open.
Open the editor directly in your browser to author scenes visually, then save and reload them. There is no code-only workflow or complex setup needed to get started.
A forward+ PBR renderer on an archetype ECS. Native Rust, designed as a data-oriented engine from the first commit rather than a binding or a port.
Dual-licensed MIT / Apache-2.0. No telemetry, no closed runtime, no per-seat fees. Built in the open from day one.
Open a scene, move objects, tweak lights and materials, then save and reload it. The editor compiles to WebAssembly and runs in your browser via WebGPU with no installation or account required.
A forward+ pipeline with PBR shaders, real-time shadows, spot / point / directional lights, a material system, and MSAA. Built in Rust on wgpu (Vulkan, Metal, DX12, WebGPU).
A data-oriented entity component system with typed queries, resources, transform hierarchies, change detection, and a parallel scheduling model designed for cache-friendly iteration.
Import meshes (GLTF, FBX, OBJ, etc.) and textures through type-safe handles, a virtual filesystem, and hot reload. Change an asset to see it update immediately without restarting the editor.
Built-in performance telemetry, GPU query pass profiling, memory footprint tracking, and panic/crash log dumping to track frame timings and resource usage.
No audio, physics, gameplay scripting, or build export yet. Eresh is pre-alpha and clearly states what is missing. See exactly where things stand on the roadmap.
Curious how AI fits in? Read our AI policy →
Game state belongs in tight, contiguous arrays rather than deep object trees. This isn’t a future optimization; it shapes every API decision from day one.
The gap between changing a value and seeing the result should be as short as possible. Hot reload and a live editor are first-class concerns, not afterthoughts.
Dual-licensed MIT / Apache-2.0. No telemetry, no closed runtime, no per-seat fees. Pre-alpha and built in the open.
We won't spam you. You will only receive a single email when Eresh launches, and you can unsubscribe at any time.
Eresh relies on donations. If you find the engine useful, please consider sponsoring us. Contributions directly fund development time, infrastructure, and documentation. GitHub Sponsors will open at launch; until then, Ko-fi is available.