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Throne of Games See Vaelthorn →
The Enigma Studios engine

Throne of Games

A from-scratch C++26 game engine built on static reflection, rebuilt phase by phase. Its own Vulkan renderer, its own asset pipeline, its own UI framework — and no third-party renderer anywhere in it.

C++26
Static reflection (P2996)
380k
Lines of code
Vulkan
Its only render backend
6 of 12
Phases, shipping now
01 / What's in it

Every layer written here

Each phase ends with a proof that runs, not a checklist. These are the layers the first six phases built.

P3

Reflection does the boilerplate

C++26 static reflection replaces the reflection system most engines write by hand. Add a field to a component and it saves and loads with zero boilerplate; serialization, the inspector and script bindings build on it.

P2

Its own Vulkan renderer

Physically based lighting, image-based light, cascaded shadows and tone mapping, validation-clean and inspectable frame by frame in RenderDoc. Edit a shader and the running game updates.

P4

Cooked from the start

The game never reads a source file. Everything is cooked and read through a virtual file system, so packaging is a backend swap — delete the source assets and the game still runs.

P5.5

Its own UI framework

Documents, a flexbox subset, style sheets and themes, bound to game data by reflection and hot-reloaded. The menus, the dialogue and the debug panels all run on it. There is no Dear ImGui anywhere.

02 / Stack

What it stands on

Third-party code is used where it isn't the point — physics, audio, text shaping — and each choice is a written decision record.

  • langC++26 on clang-p2996
  • buildxmake
  • gpuVulkan via volk + VMA
  • shadersSlang
  • platformSDL3
  • physicsJolt
  • audiominiaudio
  • textHarfBuzz · FreeType · msdfgen
  • scriptingC# on .NET 10
  • pakszstd · libsodium
  • profilingTracy
  • targetsWindows x64 · Linux x86_64
03 / On screen

From the engine's own captures

Grid of spheres stepping from smooth to rough and from dielectric to metal, lit by an environment map
RendererMetal and roughness under image-based light.
Colored cubes, frustums and arrows drawn by the debug-draw layer
Debug drawShapes, frustums and arrows, drawn in-world.

The full gallery →

Built on it

Vaelthorn is the first game on the throne

A dark-fantasy RPG with four irreconcilable endings. Its main menu, dialogue and hub already run on the engine.