Engine Features
PBR rendering, physics, multiplayer, AI tools, asset pipeline, cross-platform builds — all in one engine. Now in private beta.
01 — Rendering
Physically-based rendering with metallic/roughness workflow, HDR pipeline, and real-time shadows — out of the box, no shader wizardry required.
from acron import Entity, DirectionalLight, load_texture # PBR material in 3 lines sword = Entity( model='sword', albedo=load_texture('sword_albedo'), normal_map=load_texture('sword_normal'), roughness=0.35, metallic=0.9, ) sun = DirectionalLight( direction=(0.5, -1, -0.8), color=(1.0, 0.95, 0.85), shadows=True, shadow_map_size=4096, )
from acron import Entity, RigidBody, CharacterController # Rigid body — zero config crate = Entity(model='box', texture='crate') RigidBody(crate, mass=5, friction=0.6) # Character with capsule collider player = CharacterController( height=1.8, radius=0.4, step_height=0.35, gravity=-20, ) # Raycast hit = player.raycast(origin, direction, distance=10) if hit: hit.entity.explode()
02 — Physics
Full Bullet 3 integration — rigid bodies, soft bodies, character controllers, vehicles, constraints — exposed through a clean Python API.
03 — Multiplayer
A zone-based distributed object architecture designed for massively concurrent worlds — MMOs, battle royales, simulation clusters. Dead reckoning, interest management, and authoritative server logic built in.
Clients only receive state updates for objects in their zone. Scales to thousands of simultaneous players without broadcasting everything to everyone.
DistributedSmoothNode predicts position between server ticks. Players see fluid movement even at 10Hz server updates.
Each game object has a client view, an AI-server view, and an UD (uber-dog) authority. Logic lives where it should — no manual RPC wiring.
Declare networked fields and remote methods in a .dc file. Acron generates the client/server stubs — no protobuf boilerplate.
Deploy with one command to Acron-managed infrastructure. Available to beta testers; production tiers land at launch. No DevOps required.
Run your own cluster server stack. Full source, open protocol. No vendor lock-in on the engine side.
04 — Studio & AI
A full IDE built for Acron — script runner, scene hierarchy, asset browser, blueprint editor, and an AI assistant that knows your codebase. Local-first: no API key required for basic completion.
# You: how do I add a nav mesh to my dungeon scene? # Studio AI: # 1. Bake your mesh with blend2bam --nav # 2. Load it in your scene: from acron.ai import NavMesh, NavAgent nav = NavMesh.from_model('dungeon_nav') enemy = NavAgent( mesh=nav, speed=4.0, avoid_radius=0.6, ) # Chase the player def update(): enemy.seek(player.position)
# Export from Blender to engine-ready BAM $ blend2bam scene.blend scene.bam \ --physics-engine bullet \ --animations separate \ --textures embed # Or use acron-gltf for runtime import from acron.gltf import load_gltf world = load_gltf( 'world.glb', physics=True, animations=True, ) # PBR materials extracted automatically for mat in world.materials(): print(mat.name, mat.roughness)
05 — Asset Pipeline
Import from Blender, Maya, Substance, or any glTF 2.0 exporter. Materials, physics colliders, animations, and LODs transfer automatically.
06 — Animation & Audio
A complete animation and audio runtime — blend trees, inverse kinematics, lip sync, OpenAL 3D audio, and reverb environments — all scriptable from Python.
Multi-track blending, additive layers, animation masks per bone group. Import from glTF or BAM.
State machine with blend tree nodes — speed-based walk/run, directional strafing, hit reactions.
FABRIK IK solver for arms, legs, spine look-at. Runtime IK targets, works with physics ragdolls.
OpenAL-based positional audio with distance attenuation, Doppler effect, and reverb environment zones.
Background music streaming, cross-fade, beat sync. Supports WAV, OGG, MP3 with sub-frame latency callbacks.
LerpInterval, Sequence, Parallel — script any property animation without writing update loops.
07 — Performance
Built-in profiling with PStats, automatic batching, async asset loading, and multi-thread render pipelines. Write Python; the C++ core does the heavy lifting.
from acron.tools import PStats # Connect PStats live — no restart needed stats = PStats.connect() # Mark custom code sections with stats.collector('App:AI:pathfind'): path = nav_mesh.find_path(start, goal) # Inspect bottlenecks in realtime GUI # or dump CSV for CI regression tests stats.dump_csv('frame_profile.csv') # Flatten heavy static scene once world.flatten_strong() print(f'Nodes: {world.count_nodes()}')
Acron is now in private beta. Request access and start building.