reckfellENGINE
RECKFELL ENGINE

Reckfell Engine features

C# and SharpGraph, Terrain and Voxel Tools, Deferred and post-processing. Built-in tools for your game, free and royalty-free under Reckfell Engine License 1.0.

Pawn Shop interior, an actual Reckfell captureCAPTURED IN RECKFELL · EXPLORE THE SHOWCASE

Core tools

All features
Game object

Entity

A camera, character, light or interface in the project hierarchy.

.rprefab

Prefab

A reusable hierarchy with instances and property overrides.

.rscene

Scene

A game space assembled from Entities and prefabs.

01 / Entities and prefabs

Build your game from clear, reusable parts

Characters, cameras, lights and interfaces share one Entity hierarchy. Combine objects into prefabs and use them to assemble game scenes.

The Entity hierarchy

Entity2D and Entity3D form the foundation of game objects. Parent-child relationships, groups, signals and C# behaviour let you compose complex mechanics.

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Prefabs built for reuse

Save characters, weapons, environment pieces and interfaces as .rprefab files. Create instances, inherit reusable assets and override properties for each use.

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Scenes for game spaces

Use .rscene for levels and other game scenes. Scenes and prefabs are stored through PackedEntity, sharing one mechanism for instantiation, references and overrides.

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02 / 3D graphics

From stylized worlds to detailed 3D scenes

Shape materials, lighting and atmosphere in the editor. Choose a rendering mode that fits the target device and your project's visual style.

Materials and lighting

PBR materials, custom shaders, shadows, reflections and global illumination help establish your scene's look. Add environments, fog and post-processing in the same workspace.

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Rendering for different devices

Forward+, Mobile and Compatibility let you balance modern effects with support for less powerful graphics hardware. The rendering backend includes Vulkan, Direct3D 12, OpenGL and Metal; available effects depend on the platform and renderer.

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03 / 2D and interfaces

A dedicated environment for 2D games

Work in pixels and screen coordinates. A dedicated 2D system brings together sprites, tiles, lighting, animation and physics.

Tile-based levels and lively environments

Build maps with TileMapLayer and TileSet, then configure collisions and navigation. Sprites, parallax, 2D lighting and shadows add depth without moving to 3D.

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Responsive game interfaces

Control, containers, anchors and themes provide the foundation for menus, HUDs and editor tools. Configure sizing, focus, fonts and localization for different screens and input methods.

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04 / Animation

Motion that brings everything together

Animate characters, object properties, interfaces and game events. Work with timelines and transition graphs in one project.

Keyframes and state machines

AnimationPlayer drives property and method tracks, while AnimationTree handles blending and transitions. Use skeletal animation in 2D and 3D and control playback from C#.

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Record videos from your project

Movie recording lets you capture gameplay and scripted scenes at a chosen frame rate. Create cutscenes, mechanic demonstrations and presentation footage.

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05 / Resources and import

From source asset to game object

Bring models, textures, audio and game data into one workflow. Change source files and update project resources through the import pipeline.

Models, materials and animations

Import glTF and FBX with object hierarchies, materials and animations. Direct .blend import uses an installed Blender application. Assets helps you find assets and open their settings quickly.

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Custom game data

Describe weapons, character stats and game settings with Resource. Save data in .rdata files, connect resources and edit exported properties in the inspector.

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06 / C# and extensions

Write game logic and extend your tools

Use the typed Reckfell API and .NET libraries. Native extensions and a modular engine structure support lower-level work.

C# and .NET 10

Create Entity behaviour, handle signals and expose inspector properties with Export. The dedicated SDK and portable .NET environment are included in the Windows editor distribution.

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Native tools and automation

Integrate C++ libraries through the ReckfellExtension API, create editor plugins and build your own engine modules. Built-in MCP tools let you automate project work.

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07 / Physics and audio

A world that responds to the player

Connect movement, collisions, pathfinding and spatial audio. Configure the behaviour of game systems directly in the editor.

2D and 3D physics and navigation

Character bodies, rigid bodies, areas, collision shapes, raycasts and joints form the basis of game interactions. Navigation agents help characters find paths and avoid obstacles.

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Spatial audio and mixing

Place sound sources in 2D and 3D, organize audio buses and configure effects. Control music, ambience and interface audio independently.

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08 / Voxel worlds

Build worlds from volumetric data

The voxel module complements conventional 3D meshes with blocky and smooth terrain, generators and levels of detail.

Terrain and level of detail

VoxelTerrain and VoxelLodTerrain offer different ways to organize voxel worlds. Use blocky geometry or smooth surfaces and choose a suitable level of detail.

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Procedural generation

Build generators with VoxelGeneratorGraph and combine noise with terrain parameters. Voxel objects share the Entity hierarchy and interact with the rest of the project.

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09 / VR and XR

Bring game ideas into immersive worlds

Use the same 3D environment for flat-screen and XR projects. Cameras, input and spatial objects remain part of the Entity hierarchy.

OpenXR and input devices

Configure the XR camera, controllers and action maps through OpenXR. Hand tracking and other extensions depend on the headset and its OpenXR runtime.

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WebXR for the web platform

The web subsystem includes WebXR for compatible browsers and devices. This target requires a separate web build; C# and XR availability must be checked for the selected platform.

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10 / Platforms

One project for different devices

Reuse game data, prefabs and logic while tailoring graphics, input and export settings to the target device.

Desktop and mobile platforms

The engine source includes platform implementations for Windows, Linux, macOS, Android and iOS. Export uses platform-specific templates and build tools.

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Ready-to-use Windows distribution

The portal currently provides the Windows x64 editor and export templates with C#/.NET. Ready-made builds for other platforms are not published yet; a platform implementation in the source does not imply an available download package.

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11 / Freedom to create

Your project stays yours

Reckfell Engine is free for game development and royalty-free releases. Source work and engine distribution follow Reckfell Engine License 1.0; third-party material licenses remain valid.

No revenue share

Release free or paid games without engine royalties. Choose your project's distribution model and your team's tools.

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Tools that fit your project

Study the systems, modify the editor and build the engine around your workflow. Extend projects with plugins, resources and assets.

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Getting started

Editor setup, project creation and running a scene.

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QUICK LINKSGetting startedEntity hierarchyC# & .NET 10Scenes and prefabs
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