One runtime for interactive 3D, simulation, and games.
CREATE · SIMULATE · 3D / FUSION: 3D ENGINEFUSION: 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.
The engine API surface.
LANGUAGE-NATIVE APISSolerra 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 CAPABILITIESThe 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.
AUTHORThe visual scene and behavior authoring component of FUSION: 3D Engine.Explore FUSION: 3D Editor
FUSION: Solerra
CONTROLUse readable, language-native APIs to create objects, subscribe to events, express outcomes, and control engine behavior.Explore Solerra
FUSION: Interact
EXPERIENCEConnect engine scenes and simulations to authored timelines, live experiences, interactive stories, and governed Player packages.Explore FUSION: Interact