Degine is designed to let creators focus on what matters: making your creation fun, and making creating it fun. With a minimalist interface, that gets out of your way, and an editor making common functions easy to use, from a designer’s perspective. Too many tools that are “created by engineers, for artists” overlook the workflow users actually want.
Get the look + feel you want with Degine. Advanced animation skinning and morph target support, screen-space indirect light + ambient occlusion, and a simple 1-click skin shader.
Using physically-based rendering, but with ample artist control, get the look + feel you want with Degine. Advanced animation skinning and morph target support, screen-space indirect light + shadow, and a simple 1-click skin shader. Supports Jolt Physics, ECS with flecs, glTF model import with fastgltf, cross-platform export with SDL, and older techniques like “parallax occlusion mapping” to get a modern look without a modern budget.
Degine has been largely solo developed, using stock libraries, and freelancers for art + design. Planned for launch later in ’26, it likely won’t be “production ready” at the start. Hope being people in the community begin creating on the engine, providing feedback and sharing their experience, to build upon in the future.
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