A 3D game engine, built from scratch.
Vilanel is a 3D game engine with a modern Vulkan renderer, a physically based sky, visual scripting, a full animation system, multiplayer, and an editor that ties it all together.
(opens the full-size image)Real-time, physically based rendering
Every frame here was rendered in real time by the engine and captured at 4K, with no editing. The sun, sky, clouds and weather are simulated together using real-world light values.
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(opens the full-size image)Built around three ideas
I build Vilanel on my own, for the games I want to make. Three ideas shape everything in it.
Visual scripting first
Gameplay is built from actor classes that combine components, variables and event graphs, so most of a game can be made without writing code. When a project needs more, C++ is there too, and it reloads without restarting the editor.
Its own interface system
Menus, HUDs and inventory screens are built in a visual designer, on a widget system written specifically for the engine. That gives full control over layout, text and styling, right-to-left languages included.
Physically based by default
Light, sky and exposure use real-world units, and the renderer is tested against reference images, so scenes look right at any time of day without hand-tuning.
Gameplay without code
Actor classes bundle components, variables and event graphs into reusable building blocks that can be placed in levels or spawned while the game runs.
Event graphs react to input, overlaps, timers and custom events, with a large library of gameplay nodes. Errors are shown right on the node that caused them.
How actor classes work
(opens the full-size image)Connection types
A complete animation system
Animation Blueprints combine state machines, blend spaces, montages and foot IK, and dedicated editors cover every step, from individual clips to the finished character.
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(opens the full-size image)Latest updates
What has been built recently, and the thinking behind it.
New clip and blend space editors
Clips and blend spaces now have dedicated editors, with a timeline for notifies, curves and foot sync markers.
26 Sept 2026Animation Blueprints, with state machines, montages and foot IK
The animation system has been rebuilt around Animation Blueprints, with state machines, montages, foot IK and live debugging.
23 Sept 2026Volumetric clouds, rewritten from scratch
Rebuilt volumetric clouds that reach the horizon, cast shadows and glow at sunset.
A personal project
Vilanel is my own engine, built for the games I want to make. It is not available to download and there are no plans to release it. This site follows its development.