OmiLithENGINEField notes ↗

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.

MODULAR C++23NATIVE BACKENDSAUTHORITATIVE WORLDS
An ancient dark stone tablet carved with a copper-lit diamond and angular OMI lettering.
LITH / A SOLID FOUNDATIONOmiLith · Generated brand artwork

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.

A map of the engine

Connected systems.
Distinct responsibilities.

Follow the data ↗
OmiLith architecture and ownershipIndependent 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 gameRules · authored world · content · product identityAuthorityInput validation → game rules → physics → snapshotsClient presentationInterpolation → view → rendering, UI & soundReusable engine librariesScene & RTTR · Luau · assets & cooking · networking · physics · world systemsRender policy · frame graph · materials · environment · audio · UI · OpenXRNative platform & graphics pathsVulkan · Metal · Direct3D 12 · WebGPU
Independent gameRules · world · content · product identity
AuthorityValidate input → game rules → physics → snapshots
Client presentationInterpolation → view → rendering, UI & sound
Reusable engine librariesScene & RTTR · Luau · assets · networking · physics · rendering · environment · audio · UI · XR
Native platform pathsVulkan · 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.

OmiLith rendering Drune's mountainous terrain and autumn forest stands.
DruneTerrain, vegetation & level of detail
GlasswakeSpectral ocean · native game recording

Captured work in progress. These clips illustrate appearance and behavior, rather than comparative performance.

Go a layer deeper