A game engine.The whole creation suite.One application.

Written in Rust, from sculpt to playable game.

Designed and built in France · In active development Mood image

Two games, two genres, one engine.

All in one

From asset to playable game, in a single executable.

Sculpt, texture, animate, then launch the game: no export, no import, nothing lost along the way.

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Worlds merge

What no separate tool can do.

Paint textures while you sculpt. Lay NURBS over a mesh. Edit the world while the game runs.

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Rust, end to end

One language, from rendering to editor.

Physics, audio, tools: all of the engine’s code is written in Rust, safe and fast by construction.

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The vehicle

Bodywork that deforms. Physics that stays stable.

Physics on jolt-rs, three-level body deformation, physically simulated engine sound.

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Vehicle simulation

Engine, gearbox, tires, bodywork: all simulated, every frame.

  1. 01The tires find their grip.
  2. 02The gearbox climbs through the gears.
  3. 03The sound follows the revs, note by note.

Physics, engine sound and a creation suite nobody had written in this language before.

Memory safety: entire classes of bugs removed at compile time.

Native performance, no garbage collector.

Parallelism without data races, guaranteed by the compiler.

The company

Loarm builds Ionun Engine and the games born inside it.

  1. 01 The engine Ionun Engine. Proprietary, written in Rust, the whole creation suite built in.
  2. 02 The games Droveto and Yokiru, in development on Ionun.
  3. 03 Studios A few partner studios, under private license, with direct support.
  4. 04 Origin Designed and built in France.

"I started 3D at 15 on one of the first Unreal Engine editors. I never stopped."

[First Last] · Founder · Engineer and artist
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