Engine technology

SETech: a from-scratch C++ engine for native, WebAssembly and WebGPU.

SETech is Split-E's from-scratch multiplatform C++ engine: our own rendering, reflection, scene, animation, physics, audio and editor stack, shaped by two decades of production rendering work. One codebase runs across six platforms and five graphics APIs, and the demos below are that same engine compiled to WebAssembly, rendering through your browser's native WebGPU.

Graphics backends

DirectX 12 · DirectX 11 · Vulkan · Metal · WebGPU. One abstraction, shaders written once in HLSL.

Platforms

Windows · macOS · Linux · iOS · Android · Web (WebAssembly)

Rendering pipelines

Forward · Deferred · Visibility buffer (GPU-driven) · Ray tracing (DXR)

Composable rendering pipelines

Pass-based pipelines built per app: forward, deferred, a GPU-driven visibility buffer with bindless shading, and DXR ray tracing, with HDR + ACES, clustered PBR, cascaded shadows, SSAO, MSAA and FXAA.

GPU simulation & particles

Compute XPBD and VBD solvers for cloth, ropes, soft bodies and fluids, including Offset Geometric Contact from SIGGRAPH 2025, a strand hair solver on the same framework, plus a fully GPU-driven particle system fed by indirect draws.

Streaming open worlds

Quadtree CDLOD terrain with sector streaming. Worlds can also stream live from OpenStreetMap: real roads, buildings and elevation around any GPS point, no cook step.

Animation with physics feedback

Layered clip blending, root motion and data-driven character locomotion, closed-loop with an active-ragdoll physics animator: hits deflect limbs and ripple through the skeleton before the pose recovers.

Reflection-driven everything

One reflection system powers the scene format, the editor's property panels, XML/JSON serialization and AngelScript bindings. Entities carry script behaviors that hot reload from disk, with no glue code. Read how it works.

Tools, pipeline & AI

The SETechStudio editor, deterministic asset cooking (FBX, Collada, USD), one-command deploys to every platform, and an AI bridge that lets LLM agents author and drive live scenes as JSON.

Try it now

Live demos, running in your browser.

Built with SETech and compiled to WebAssembly. Requires a WebGPU-capable browser (recent Chrome, Edge or Safari).

Live demo · WebGPUWebAssembly

World Alone New

Drop into your own street. The world is built live from OpenStreetMap around any GPS point you give it (real roads, real building footprints, real elevation) with no cook step and nothing pre-authored. Walk it in third person, read the street names off the sign blades and the building names off their walls.

  • WebGPU
  • WASM
  • OpenStreetMap
  • Streaming world
  • Any GPS point
Launch demo
Live demo · WebGPUWebAssembly

Strand Hair New

Every hair is simulated. Guide strands run on a GPU strand solver (follow-the-leader length constraints, TressFX-style shape memory, wind and collision), then fan out into tens of thousands of rendered fibres shaded with a Marschner R / TT / TRT model and an approximate deep shadow for self-shadowing. Change the style, the colour, the physics and the beard live, or push the head under water and watch the hair soak, clump and drip dry.

  • WebGPU
  • WASM
  • GPU physics
  • Strand hair
  • Wet hair
Launch demo
Live demo · WebGPUWebAssembly

Spectral Light Lab New

Move a beam through a prism and see its wavelengths split inside the glass and land on the floor. Explore diamond fire, DVD diffraction, crown glass and soap-film color under a physical night sky. All five exhibits respond to live controls.

  • WebGPU
  • WASM
  • Spectral rendering
  • Interactive optics
Enter the light lab Read how it works
Live demo · WebGPUWebAssembly

SE ZX Spectrum Emulator New

A complete ZX Spectrum emulator (Z80 CPU, ULA video, beeper and AY sound) playing on a period 13″ Trinitron in a vintage living room, now with both the 48K and the 128K “Toastrack”, swapped live on the table with each machine’s history, and a spectral CRT screen: P22 phosphor spectra integrated through the CIE observer, glass halation, beam scanlines and an aperture grille.

  • WebGPU
  • WASM
  • Emulation
  • 48K + 128K
  • Spectral CRT
Launch emulator Download for Windows

Work with the people who built it

Need this kind of engine work on your project?

SETech is built by the same team that takes on contract rendering and engine work: pipeline design, GPU optimization, shader systems and cross-platform porting. Tell us what you are building, and you'll hear back from Shady directly.