Engine, editor, physics, audio, tools: all of Ionun’s code is in Rust.
- 01 jolt-rs. Ionun’s physics engine: rigid bodies, soft bodies, vehicles and characters, in a single solver.
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.
An engine written in Rust means a server written in Rust: light, fast, stable. The ideal foundation for massively multiplayer.
- 01 A steady tick rate. No unexpected pauses: every server tick goes out on time.
- 02 More players per machine. A small memory footprint: more sessions on the same server.
- 03 Every core at work. Thousands of connections handled in parallel, safely.
- 04 Safe by construction. Fewer crashes mid-match, a smaller attack surface for cheaters.
Overview
The engine’s pillars and the status of every workshop.
Rendering
Ray-traced global illumination and reflections, DLSS.
Vehicles & physics
jolt-rs physics, tires, deformable bodywork, engine sound.
Audio
Binaural spatial audio, simulated acoustic propagation.
Built-in creation
Modeling, sculpting, texturing, nodes and animation, in the editor.
Roadmap
Where the project is headed and how far it has come.
Mood image
Ionun is the engine of our games. We work with a few partner studios, under private license.