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.
Engine technology
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.
DirectX 12 · DirectX 11 · Vulkan · Metal · WebGPU. One abstraction, shaders written once in HLSL.
Windows · macOS · Linux · iOS · Android · Web (WebAssembly)
Forward · Deferred · Visibility buffer (GPU-driven) · Ray tracing (DXR)
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.
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.
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.
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.
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.
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
Built with SETech and compiled to WebAssembly. Requires a WebGPU-capable browser (recent Chrome, Edge or Safari).
The engine's full editor running in your browser, no install: play the JSON sample games (Brick Breaker, Neon Snake, Mazarita Crossing and more), edit any scene live, load and save your own, and hand the scene format to any AI agent with the built-in copy-paste workflow to author playable game prototypes for you.
Open SETech StudioDrop 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.
Launch demoEvery 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.
Launch demoMove 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.
Enter the light lab Read how it worksA 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.
Launch emulator Download for WindowsWork with the people who built it
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.