A C++23 engine from OmixLab
Small parts.Living worlds. A reusable foundation for games, immersive experiences, and the tools behind them. Built around clear ownership, explicit budgets, and room for different devices.
LITH / A SOLID FOUNDATION OmiLith · Generated brand artwork ◇ / OMI A game engine.Kept in its own lane. The engine provides reusable systems. Games keep their rules, worlds, assets, and identity. The boundary is part of the design.
01 / OWNERSHIP Make the boundary visible. One authority owns gameplay simulation. Clients interpolate state and build presentation. Simple components remain owned by their entities.
02 / CAPABILITY Choose the work that fits. A shared rendering contract selects paths from authored intent, shader availability, and device capability. Quality choices remain deliberate.
03 / REUSE Compose, then specialize. Scene, scripting, physics, networking, rendering, and tools form separate libraries. Independent games link the pieces they need.
OmiLith architecture and ownership Independent games own rules, scenes and content. Application contracts coordinate an authoritative simulation and a client presentation. Shared engine libraries provide scene reflection and scripting, cooked assets, networking, physics, rendering, audio and UI. Rendering selects native backend paths. Independent game Rules · authored world · content · product identity Authority Input validation → game rules → physics → snapshots Client presentation Interpolation → view → rendering, UI & sound Reusable engine libraries Scene & RTTR · Luau · assets & cooking · networking · physics · world systems Render policy · frame graph · materials · environment · audio · UI · OpenXR Native platform & graphics paths Vulkan · Metal · Direct3D 12 · WebGPU Independent game Rules · world · content · product identity
↓ Authority Validate input → game rules → physics → snapshots
↕ Client presentation Interpolation → view → rendering, UI & sound
↓ Reusable engine libraries Scene & RTTR · Luau · assets · networking · physics · rendering · environment · audio · UI · XR
↓ Native platform paths Vulkan · Metal · Direct3D 12 · WebGPU
Ownership and data flow at a glance. Modules are selected by the consumer; the headless authority excludes window, rendering, and output audio. The renderer is part of the world
Light. Water.A sense of place. Environment inputs, material choices, and geometry budgets meet in the final frame. These are real development captures from games using the engine.
Drune Terrain, vegetation & level of detail Your browser does not support this video. Download the clip. Glasswake Spectral ocean · native game recording Captured work in progress. These clips illustrate appearance and behavior, rather than comparative performance.