A workspace that fits.
Arrange native Qt panels around your viewport. Place entities, edit materials, manage assets, and refine your scene with transform gizmos and level undo.
Dockable panels · Material editor · Asset browser
AN INDEPENDENT ENGINE BY PTEROSOFT STUDIO
From the first light to the final build. A DirectX 12 game engine with visual scripting, a native editor, and the tools to bring your world to life.
PTERO-ENGINE / IN MOTION
Watch the engine showcase, then explore two new captures of a candlelit Egyptian interior, from carved stone surfaces to pools of warm light.
01 / THE ENGINE
A connected set of tools for building scenes, shaping behavior, and turning a working project into a standalone game.
Arrange native Qt panels around your viewport. Place entities, edit materials, manage assets, and refine your scene with transform gizmos and level undo.
Dockable panels · Material editor · Asset browserBuild gameplay in the Node Graph with events, variables, functions, and flow control. Drive characters, cameras, UI, audio, and video through visual connections.
Visual scripting · C++ game moduleShape terrain, scatter vegetation, and add water. Bring scenes to life with time of day, volumetric clouds, fog, wind, and rain.
Terrain tools · Vegetation · Dynamic skiesAuthor reusable particle effects in a dedicated editor. Tune emitters, flipbook animation, blending, and scene lighting, then place the same effect across your level.
Particle editor · Reusable effect assetsBuild game interfaces with RmlUi, connect spatial audio through FMOD Studio, and play WebM video with sound. Inspect UI documents and trace their events in the editor.
RmlUi · FMOD Studio · Video playbackPackage your project into a Windows game with a named executable, a custom icon, and encrypted asset archives. Choose the content folders included in your build.
Standalone launcher · Asset packagingINSIDE THE ENGINE
Work directly in the engine: compose a scene, connect gameplay, manage audio, and prepare your build.
02 / RENDERING
A deferred DirectX 12 renderer with ray-traced global illumination, detailed materials, and a choice of native or upscaled rendering.
Ray-traced global illumination with NRD denoising, radiance cascades, ambient occlusion, and volumetric lighting.
Use MSAA, SMAA, or TAA for native rendering. Explore Ptero-Reconstruction for analytic anti-aliasing and spatial reconstruction, alongside DLSS or FSR upscaling and optional FSR frame generation on supported systems.
Subsurface scattering, glass, reflections, bloom, exposure, and AgX tone mapping give you control over the final image.
PTEROSOFT STUDIO / IMAGE RECONSTRUCTION
Geometry gives the image context. Explore PteroAA for analytic edge anti-aliasing and PteroSR for analytic-aware spatial reconstruction, using current-frame geometry and surface information.
Explore Ptero-ReconstructionFeatures shown reflect the engine in development. Upscaling, ray tracing, and frame generation depend on compatible hardware and runtime support.
03 / THE WORKFLOW
Bring in assets, arrange entities, and tune materials and lighting in the native editor.
Connect gameplay in the Node Graph or work in C++. Add character movement, camera control, audio, and UI events.
Run your game from the editor, return to your scene, and use the release tools to create a standalone Windows build.
UNDER THE HOOD
MADE WITH PTERO-ENGINE
Discover the games built with Ptero-Engine, starting with our first release: Farkle: Tavern Dice.
THE FIRST PTERO-ENGINE RELEASE
A seat by the fire. Six dice. One more roll?
Step into a medieval tavern for a game of luck, probability, and knowing when to stop. Build your score, bank your points, or risk it all on another throw.
INDEPENDENTLY BUILT. STILL EVOLVING.
Follow Pterosoft Studio and support the continued development of Ptero-Engine.