Conqrex.Engine
Our in-house AI-first C# game engine — one codebase rendering 2D, 2.5D isometric and 3D across Web, Mobile and Desktop. The foundation under every Conqrex title. As you scroll, the simulation on this page reconfigures to demonstrate each subsystem.
01One codebase, every surface
Write the game once in C#; ship it to the browser via Blazor/WASM, to Android and iOS via .NET MAUI, and to Windows, macOS and Linux desktop. The same recorded render command stream replays on every surface. Watch the sparks — while this section is in view they expose their component tags, exactly how the engine sees them.
02Fixed 30Hz logic, fluid render
Simulation runs at a fixed 30 Hz tick with deterministic fixed-point math, while the renderer runs as fast as the surface allows and interpolates between ticks. Smooth visuals, replayable logic. The page strobe you see now is the real tick boundary of this page's own simulation.
03Modern rendering interface
A clean rendering hardware interface with swappable backends: WebGPU and WebGL2 in the browser, native wgpu on desktop, plus a NULL backend for headless tests. Shader chunks and variants are preprocessed at build time.
04Networking built in
The engine absorbs our multiplayer stack: a networked entity's components are its network behaviours. Client prediction, SignalR and raw transports, and source-generated serialization come standard. The ghost trails behind the sparks right now are their prediction histories.
05Strict layers, AOT-safe
Dependencies point downward only — games over framework, framework over scene and assets, everything over a platform-free core. No cycles, ever. Reflection-free by convention, source generators instead of runtime magic, WASM-shared code on netstandard2.0. Built to compile ahead-of-time and stay small on the web.
In active development
The engine grows alongside our games — every title pushes a new subsystem into shape. Deeper architecture notes will be published here as the engine matures toward a public release.