:PINIONFALL

A WebGPU procedural game engine

A WebGPU engine for whole procedural worlds: marching-tetrahedra terrain meshed on the GPU from a density field, streamed by a per-body octree LOD that carries you from the ground to orbit and on to the next world without a loading screen.

Source licence USD 249 · one payment · every update

Try before you buy

Everything the source builds is already running in your browser.

Walk the terrain, earn your wings and fly to orbit and on to the next world, talk to the villagers, watch the weather roll in. Open the diagnostics and profile it on your own machine. The licence is the code behind what you just played. Nothing is held back from the demo.

6engine domains: world, render, sky and sea, content, bodies, life
190+test scripts, plain tsx and node files with no framework to learn
3implementations of the density field, WGSL, TypeScript and Rust, kept in lockstep
0API keys: speech and NPC dialogue run on the player’s device

The engine

One engine, whole worlds.

A complete game engine written for WebGPU from the first line, not a renderer waiting for the rest.

world01

marching-tetrahedra terrain · procedural density field · per-body octree LOD · seamless ground → orbit → interplanetary travel · per-body terrain styles (rock, lunar, volcanic, ice) · gas giants · asteroid belts and rings · baked octree classification

render02

visibility-buffer deferred pipeline · clustered lighting · cascaded shadow maps · punctual shadow atlas · parallax occlusion mapping · Hi-Z occlusion culling · TAA · SSAO · bloom · filmic tonemap · transparency and glass · GPU particles, trails and decals

sky & sea03

evolving volumetric clouds with whole-sphere cloud shadows · LUT atmospheric scattering and aerial perspective · sun shafts · lens flare · weather, rain occlusion and lightning · day and night on orbiting bodies · ocean waves, screen-space reflections, foam, wetness and buoyancy

content04

procedural trees, grass and rocks · prepared prop packages with LODs, colliders and sockets · a wind field the whole biosphere reads · spherical and hemispherical impostors · GPU instancing and pooled streaming · generated towns with routed roads, walls, furnished interiors and readable signage

bodies05

Rapier fork with a density-field collider: terrain collision meshed at run time, never baked · one character controller for walking, swimming and winged flight · GPU skinning and cloth · foot and aim inverse kinematics · procedural gaits · ragdolls · retargeting, blending, root motion and gear fitting · melee, bow and spells · wound and blood decals in mesh UV space

life06

on-device speech and an optional local LLM for NPC dialogue, no API key · NPCs with schedules, homes and work · stealth, pickpocketing and locks · wildlife that flies, swims and hunts · seed-derived lore, reputation and quests · generative per-body music and spatial audio · saves with migration, export and import

What the licence brings

Source, updates, and the reasoning.

01

The source

Every line of the engine and the game built on it: renderer, terrain, physics integration, characters, wildlife, towns, weather, water, audio and the RPG layer. The physics workspace comes with it, with its forks of Rapier and parry and the WASM build.

02

Every update

Releases land as snapshot commits on a linear history, so git pull just works, with asset bundles on GitHub Releases, each verified against its SHA-256 checksum. Read-only access to the private organisation, for as long as your licence stands.

03

The memory

The engine was built with AI coding agents, and it ships with their project memory: campaign notes, the traps that cost days, the lessons behind every invariant. Install it for Claude Code with one command; it is plain markdown any other agent can read.

Delivery

From payment to git clone.

  1. Sign in with GitHub

    Your GitHub account is where the source arrives. No passwords, no separate account to remember.

  2. Pay once

    Secure checkout by Stripe, with tax handled for your country. No subscription, no seat counting.

  3. Accept and clone

    Once the payment is confirmed, GitHub invites you to the private repositories. Accept, clone, run npm run setup:assets, build.

Source licence

The whole engine, yours to change.

  • The complete source: engine, physics workspace and the two Dimforge forks, as private GitHub repositories
  • Every release that follows: snapshot commits pulled with git, asset bundles fetched with one command
  • Unlimited titles: ship as many products as you like, commercial or not, royalty-free
  • One legal entity: you, or your company with its employees and individual contractors
  • The AI project memory: installable for Claude Code, readable by any agent
  • Workshops and guides: prop and character workshops, armour pipeline, settlement generator, render bench, profiler
USD249

One payment · taxes included where they apply

Sign in with GitHub, pay once, accept the invitations. The free game and public docs demonstrate aspects of the engine; private source is available after purchase. See the refund policy for voluntary and statutory remedies.

Release notes

  • Pinionfall v2026.10.05

    Pinionfall now starts and plays on a recent phone, with on-screen controls and a lighter sound graph. It picks a graphics preset that fits the machine, rounds its terrain, bark and rocks up close, and has a sidebar where every control works.

  • Pinionfall v2026.10.04

    The sea, reworked end to end: an FFT wind sea on a world-locked mesh, simulated ripples and foam, surf that wets the sand, one sea for everything that touches water, and a faster boot.

  • Pinionfall v2026.09.22

    Intro sequence rework ships in this release.

All notes →

In progress

The roadmap →

Questions

Asked often

Can I try it before buying?

Yes, and you should. The whole game runs free in your browser at pinionfall.com, and the documentation is public. What you see there is what the source builds. Because everything can be evaluated first, purchases are final.

What exactly is licensed?

One legal entity (you, or your company including its employees and individual contractors) may use and modify the engine and ship an unlimited number of products built with it, commercial or not, with no royalty. The source itself may not be shared outside that entity, published or resold, in whole or in any part.

How is it delivered?

You sign in with GitHub, pay once, and your GitHub account is invited to the organisation’s four private repositories as a read-only collaborator as soon as the payment is confirmed. Accept the invitations on GitHub; an invitation can be resent from your account page.

Are updates included?

Yes. Each release is a snapshot commit on a linear history, so git pull works, plus a GitHub Release with the asset bundles. There is no subscription.

Is there a refund?

No refunds for a change of mind: delivery is immediate, you ask for it at checkout, and the product can be fully evaluated beforehand. If you never received access, write to us and we restore it; a duplicate purchase is refunded, and your statutory rights are not affected. A refund, chargeback or dispute ends the licence. See the refund policy.

What about the character animations?

They are included. Every clip was generated with Meshy (paid tier), from its action library or with text to motion, or derived from such a clip, then retargeted onto the engine’s own characters. Each records its source, the build checks it, and the clips ship under the licence. No third-party account or extra setup step is needed.

More on the licence page →