Cruise is a modular 2D/3D game engine for Julia, built on top of several standalone libraries (windowing, ECS, event systems, math, etc.), and acts as the orchestrator that makes them work together seamlessly.
Recent Updates
- Significant compatibility fixes across modules
- New module:
Crates
for asset management (images, fonts, sounds, shaders…) - Rendering pipeline reworked and cleaned (Horizons module)
While most of the architecture is solid and extensible, two domains remain particularly challenging:
- Physics (collision detection, resolution, contact management): I have limited knowledge on that field I can probably not provide an optimal solution for this, here is the physic module Interations
- Rendering (advanced 2D/3D features, backend abstraction, performance): There are multiple reason to why I can’t work on this one. First I have limited knowledge with OpenGL or Vulkan. Second my computer can’t run more than OpenGL 3.3 so it’s my physical limit for now. Here is the link to the rendering engine Horizons
These areas are high-impact and critical for growth, and I’m actively looking for contributors with interest or expertise in those fields. Even lightweight input (bugfixes, design advice, partial implementations) would make a huge difference.
Cruise isn’t a monolithic engine — each module is decoupled and independently usable. That means you can contribute to just one part without needing to understand the full engine stack.
If you’ve worked with OpenGL, Vulkan, collision systems, or have ideas about optimized rendering in Julia — your input could push the Julia game dev ecosystem one giant step forward.