V Engine
Custom C++20 Vulkan engine with 40+ systems and deterministic frame scheduling
A from-scratch game engine built with C++20 and Vulkan. Features a deferred PBR rendering pipeline, ECS architecture with explicit system lifecycles, a particle VFX system, a full asset pipeline with custom importers and VPak packaging, and a deterministic job scheduler. Used to power the C.A.T. game and available for source licensing or consulting engagements.
Pricing
Market comparison
Unreal Engine charges $1,850/seat/year or 5% royalty above $1M lifetime gross (Epic, 2026). Unity Pro is $2,310/seat/year (Unity, 2026). Godot 4.7 is MIT-licensed and free. Custom Vulkan engines are typically $100k+ to develop in-house.
Features
- Deferred PBR rendering pipeline
- Render graph DAG with automatic barriers
- Bindless texture arrays and descriptor systems
- Job system with 1,000-job frame scheduling
- 40+ engine systems (physics, AI, audio, VFX, UI, etc.)
- Cross-platform: Linux and Windows presets
- 2,000+ unit and integration tests
Fact Check
The engine is confirmed in README.md as a custom C++20 Vulkan engine with ECS, PBR, job system, and 2,000+ tests. The deterministic frame scheduling claim is backed by the paper 'Deterministic Frame Stability via DAG Scheduling in Real-Time Game Engines' in docs/papers/.
