Stone arches and hanging banners lit by daylight in the latest Ptero-Engine Sponza capture.

AN INDEPENDENT ENGINE BY PTEROSOFT STUDIO

Your world.
In real time.

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.

FORGED IN MATHEMATICS.Captured in Ptero-Engine / Sponza scene
Built for Windows x64DirectX 12 + DXRC++ + HLSLQt editorVisual scripting

PTERO-ENGINE / IN MOTION

Step inside
the scene.

Watch the engine showcase, then explore two new captures of a candlelit Egyptian interior, from carved stone surfaces to pools of warm light.

PTERO-ENGINE / SHOWCASEWatch on YouTube

01 / THE ENGINE

More of your game.
Within reach.

A connected set of tools for building scenes, shaping behavior, and turning a working project into a standalone game.

01 — EDITOR

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
02 — GAMEPLAY

Connect the behavior.

Build 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 module
03 — WORLDS

Set the atmosphere.

Shape terrain, scatter vegetation, and add water. Bring scenes to life with time of day, volumetric clouds, fog, wind, and rain.

Terrain tools · Vegetation · Dynamic skies
04 — EFFECTS

Give the scene energy.

Author 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 assets
05 — PRESENTATION

Make every moment count.

Build 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 playback
06 — RELEASE

Take it beyond the editor.

Package 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 packaging

INSIDE THE ENGINE

The tools behind
the world.

Work directly in the engine: compose a scene, connect gameplay, manage audio, and prepare your build.

NATIVE QT EDITORScene editing in Ptero-Engine

02 / RENDERING

Light. Material.
Everything between.

A deferred DirectX 12 renderer with ray-traced global illumination, detailed materials, and a choice of native or upscaled rendering.

SPONZA / LIGHTING STUDYEngine capture
ILLUMINATION

Light that belongs in the scene.

Ray-traced global illumination with NRD denoising, radiance cascades, ambient occlusion, and volumetric lighting.

IMAGE QUALITY

Your frame. Your choice.

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.

THE FINISHING TOUCH

Find the right look.

Subsurface scattering, glass, reflections, bloom, exposure, and AgX tone mapping give you control over the final image.

PTEROSOFT STUDIO / IMAGE RECONSTRUCTION

Ptero-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-Reconstruction
PteroAA
Analytic geometric edge coverage
PteroSR
Spatial reconstruction from the current frame
See it in detail
Image comparisons, motion captures, and SDK information

Features shown reflect the engine in development. Upscaling, ray tracing, and frame generation depend on compatible hardware and runtime support.

03 / THE WORKFLOW

Build it. Connect it.
Press play.

Explore the documentation
  1. 01

    Compose your scene

    Bring in assets, arrange entities, and tune materials and lighting in the native editor.

  2. 02

    Make it interactive

    Connect gameplay in the Node Graph or work in C++. Add character movement, camera control, audio, and UI events.

  3. 03

    Play, refine, package

    Run your game from the editor, return to your scene, and use the release tools to create a standalone Windows build.

UNDER THE HOOD

Built on a
direct foundation.

Graphics
DirectX 12 · DXR
Rendering
Deferred · Ray-traced GI
Image quality
MSAA · SMAA · TAA · DLSS · FSR
Authoring
Qt Widgets · Node Graph
Languages
C++ · HLSL
Audio & UI
FMOD Studio · RmlUi
Target platform
Windows x64

MADE WITH PTERO-ENGINE

An engine.
A world of games.

Discover the games built with Ptero-Engine, starting with our first release: Farkle: Tavern Dice.

THE FIRST PTERO-ENGINE RELEASE

Farkle:
Tavern Dice

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.

  • Released
  • Windows
  • Single-player
Get Farkle on itch.io By Pterosoft Studio · Built with Ptero-Engine

INDEPENDENTLY BUILT. STILL EVOLVING.

Be part of
what comes next.

Follow Pterosoft Studio and support the continued development of Ptero-Engine.

Support on Patreon