Ported initial Vulkan API prototype to OpenGL ES 3.0 for easier compilation to HTML5 web targets using Emscripten
Utilizing classic graphics techniques from older eras, Degine runs on modest hardware, without selling a kidney. Various platforms are supported, with a focus on mobile and web browser exports.
Looks dope, impressive work ❤️🔥
Define is awesome looks like Vulkan but is OpenGL!
Nice job. Looks cool, especially for ur own OpenGL engine. Keep going 💪
I need Mo! Mo! MOOOOO!
Industry-standard physically-based rendering (roughness/metallic workflow). Support for parallax height maps, ambient occlusion, and curvature textures used for skin shading.
Support for ground-truth ambient occlusion, screen-space global illumination, subsurface scattering for skin, screen-space reflections, object-based motion blur, chromatic aberration, and film grain.
Specially crafted to support high-end 3D on the web, all graphical features and techniques use a unified renderer for parity on every platform. Even works on Chromebooks or mobile web targets.
Ported initial Vulkan API prototype to OpenGL ES 3.0 for easier compilation to HTML5 web targets using Emscripten
Proof-of-concept demo for GDC 2024 with character animation and touchscreen controls running in "glasses free" 3D on Android
Implemented a largely ignored paper for indirect lighting in screen-space using visibility bitmasks and published the code open-source
Finished support for motion capture using morph targets for facial animation and standard bones for skinned characters
The project was conceived out of frustration with existing toolkits treating mobile, and especially web, as a second-class citizen. Degine features a unified renderer, so anything you create can work on the web, without compromise.
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