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One runtime for interactive 3D, simulation, and games.

CREATE · SIMULATE · 3D / FUSION: 3D ENGINE FUSION: 3D Engine combines rendering, scenes, physics, characters, sensing, events, audio, networking, and deterministic outcomes in one provider-neutral runtime controlled by Solerra.
Explore APIs and featuresGame API ↗FUSION: 3D Editor

Build behavior around outcomes

340 GAME · 104 3D OPERATIONSObjects publish universal events, subscribe by capability, evaluate policy at distance and level of detail, and record why an action occurred—reducing polling scripts while preserving deterministic replay and evidence.
Downtown street scene captured in the native Windows FUSION: 3D Engine, with storefronts, traffic, and afternoon lighting

The engine API surface.

LANGUAGE-NATIVE APIS Solerra exposes the engine through explicit, tested contracts. The aggregate Game and Simulation API contains 340 operations; its dedicated 3D authoring contract contains 104 operations.

Scene and object model

SCENE3D · TRANSFORMCreate worlds, objects, hierarchies, transforms, templates, models, cameras, lights, surfaces, materials, clothing, and inventory with stable identities and ownership.

Rendering and environment

RENDER · ENVIRONMENTControl render policy, level of detail, skyboxes, global light, shadows, terrain, particles, cameras, view surfaces, and provider-resolved assets.

Geometry and spatial queries

GEOMETRY · SPATIALUse shapes, meshes, bounds, rays, overlap tests, path geometry, occupancy, collision volumes, visibility, and spatial lookup from the same language.

Characters, crowds, and movement

CHARACTER · CROWDDrive characters, animation, navigation, crowd following, movement copying, vehicles, steering, queues, boarding, and reusable storyboards.

Physics and collision

PHYSICS · COLLISIONConfigure bodies, materials, mass, friction, restitution, constraints, triggers, hit boxes, projectiles, contact events, surface conditions, and damage response.

Events, sensing, and outcomes

EVENT · SENSE · OUTCOMESubscribe objects to collision, audio, heat, motion, proximity, visibility, trajectory, and custom events, then select actions through explicit outcome groups and fallback policy.

Audio and cameras

AUDIO · CAMERARoute spatial audio, precompute audibility, attach sound listeners, capture one or many camera frames, process video, and render camera feeds onto surfaces.

Input, interaction, and equipment

INPUT · INVENTORYBind click, pointer, keyboard, controller, touch, and object interaction handlers while managing equipment, clothing, weapons, generic projectiles, and inventory state.

Replay and networking

WORLDSTATE · REPLAY · NETWORKSnapshot authoritative world state, run fixed ticks, record inputs and outcomes, replay deterministically, replicate bounded state, and keep ownership explicit across nodes.

Runtime features designed for more than games.

ENGINE CAPABILITIES The same engine model supports games, construction visualization, digital twins, training, engineering analysis, live experiences, robotics, and other simulations without forcing every object into game-specific terminology.

Deterministic fixed-tick execution

01Advance simulation, animation, particles, sensing, and outcomes on explicit ticks for reproducible behavior and efficient game-loop integration.

Universal event fabric

02Publish once and let eligible objects subscribe by event type, capability, policy, distance, and level of detail instead of continuously polling.

Explainable outcome decisions

03Record the senses, events, policies, chosen action, fallback, and evidence that explain why a guard responded or a vehicle braked.

Provider-neutral architecture

04Keep scene and behavior contracts stable while replacing rendering, physics, asset, audio, vision, AI, storage, or network providers.

Distance-aware workload policy

05Scale sensing, reactions, simulation fidelity, animation, audio, and collision work by visibility, relevance, range, and level of detail.

Shared physical materials

06Connect visual materials and textures with friction, restitution, density, thermal behavior, damage rules, and surface events for walls, floors, vehicles, clothing, and props.

Asset lifecycle and isolation

07Preload and release provider-backed assets, resolve dependencies, preserve scene ownership, and isolate render snapshots between applications and worlds.

Vision without engine lock-in

08Pass captured frames or multi-frame video to an AI provider or FUSION: Vision through camera contracts without embedding a vision product inside the engine.

Construction and engineering ready

09Use generic scene, material, physics, sensor, event, and outcome objects for kitchens, buildings, machines, traffic, safety analysis, and digital twins.

One engine. Visual and scripted authoring.

HOW THE PIECES FIT

FUSION: 3D Editor

VISUAL SCENES · ASSETS · ANIMATION · BEHAVIOR

Solerra APIs

GAME · SIMULATION · 3D · EVENTS · OUTCOMES

FUSION: 3D Engine

RUNTIME · WORLD STATE · FIXED TICK · REPLAY

Replaceable providers

RENDER · PHYSICS · ASSETS · AUDIO · VISION · NETWORK

Explore the contracts behind the engine.

Read the API overview or inspect the versioned machine-readable 3D and Game Engine contracts.Game API overview ↗3D contract ↗Game Engine contract ↗