Rendering Engines
From stardust to titans — two engines, one pipeline.
Starloom develops two rendering engines that together span the full spectrum of real-time graphics — from classic pipeline compatibility to next-generation AAA architecture. The Stardust Engine provides the heritage and integration layer, while the Titan Engine pushes forward into Vulkan/Metal-native, GPU-driven, multi-scale rendering.
Stardust Engine
The classic rendering engine with Ogre-like simplicity. Provides a familiar pipeline for rapid prototyping, legacy asset support, and serves as the compatibility layer for Titan's migration path.
- Ogre Classic compatibility layer
- Pain point mapping for Titan migration
- Proven pipeline for rapid iteration
- Bridge between established workflows and next-gen
Titan Engine
A Vulkan/Metal rendering engine designed for AAA visual fidelity. Every subsystem is backed by research from GDC talks, SIGGRAPH papers, and engine postmortems.
- GPU-driven rendering with compute culling and meshlets
- Multi-scale rendering from atomic to planetary
- Physics modules: macro, cellular, molecular, atomic, QFT
- Bindless resources, temporal AA, dynamic global illumination
- Procedural content generation at runtime and authoring time
Engineering Notebook
The Titan Engine is documented start-to-finish in an interactive engineering notebook. Each page surveys 2-4 approaches for its subsystem and concludes with a concrete, research-backed decision. Sources are cited inline with full bibliographies.
Topics include architecture, backend abstraction, render graph, shader system, GPU memory, particles, LOD design decisions, and the multi-scale rendering pipeline — over 40 detailed pages.
Browse the Engineering Notebook →
Feature Matrix
Titan Engine has been benchmarked against UE5, idTech 8, Frostbite, and RE Engine across 60+ features including rendering, physics, audio, tooling, and platform support.