Skip to content
pre-alpha · open source · built in Rust

A Rust engine you can
actually open.

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.

Language Rust 1.78+
Renderer wgpu · WGSL
Platforms Web · Win · macOS · Linux
License MIT / Apache-2.0
[01] · Why Eresh

Rust performance, without giving up the editor.

Everyone discovering Eresh asks the same thing in thirty seconds: why this and not another Rust engine? The honest answer is short.

Built-in editor that saves scenes

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.

Rust + ECS performance

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.

Open source

Dual-licensed MIT / Apache-2.0. No telemetry, no closed runtime, no per-seat fees. Built in the open from day one.

[02] · What works today

Honest about what’s built and what isn’t.

Eresh is pre-alpha. The systems below work today; others (audio, physics, scripting, build export) don’t exist yet. We’d rather show you the real state than a roadmap dressed up as a product.
F.01

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.

F.02

Forward+ renderer Working

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).

F.03

Archetype ECS & Parallel Scheduler Core

A data-oriented entity component system with typed queries, resources, transform hierarchies, change detection, and a parallel scheduling model designed for cache-friendly iteration.

F.04

Asset pipeline Working

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.

F.05

Tooling Working

Built-in performance telemetry, GPU query pass profiling, memory footprint tracking, and panic/crash log dumping to track frame timings and resource usage.

F.06

Honest about the gaps Roadmap

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.

[03] · Roadmap

Shipped, in progress, and planned.

No dates and no hype; we choose direction over promises. Nothing here is committed until it’s already well underway.

Shipped

  • Editor: save/load, panel docking & chrome
  • Editor runs in the browser (WebGPU)
  • Translation gizmos & grid viewport helper
  • Content Browser drag-and-drop & drop zone overlays
  • GLTF, FBX, and OBJ mesh import support
  • Forward+ PBR renderer with real-time shadows
  • Parallel ECS scheduler & mutation tracking
  • Runtime type reflection & dynamic inspector
  • Play-in-Editor (PIE) simulation sandbox
  • Performance telemetry, GPU & memory tracking
  • Basic trace/spatial queries physics system

In progress

  • Render Graph (Frame DAG) & resource pooling
  • Shader database (preprocessing & compilation)
  • Clustered forward+ runtime & VSM shadow caching
  • Telemetry UI (editor HUD & CPU timeline charts)
  • Undo-redo transaction history & backup workflows
  • Static baked lighting (lightmaps & probes)

Planned

  • Retained UI (Taffy layout & cosmic-text shaping)
  • Full physics simulation (Rapier, rigid bodies, joints)
  • Gameplay scripting (Luau VM & Rust dylib hot reload)
  • Audio system (Kira, spatial emitters & DSP mixing)
  • Netcode (snapshot replication, client prediction, rollback)
  • Build / export tools for standalone games
  • Terrain system (GPU clipmaps & heightfields)
  • Agent-ready tooling: LLM-readable docs & a scriptable editor (a future direction, not a dated promise)

Curious how AI fits in? Read our AI policy →

[04] · Principles

Three ideas guiding development.

01 · Data over hierarchies

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.

02 · Iteration is the feature

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.

03 · Open and honest

Dual-licensed MIT / Apache-2.0. No telemetry, no closed runtime, no per-seat fees. Pre-alpha and built in the open.

[05] · Stay in the loop

Get notified at launch.

We will send you a single email when Eresh goes public with the editor, the source, and the launch details. That’s it.