ZeqouX3D
A 3D game engine and editor written from scratch in C++20 on Direct3D 12, part of the
Zeqou ecosystem. The goal is a workflow like Unity URP or Unreal Engine 5 that
runs well on everyday hardware. The development machine is a laptop with Intel UHD 620 graphics.
Version 0.17.11 (Beta) · no third-party libraries (only Windows and its SDK) · changelog ·
English changelog · download
[!WARNING]
ZeqouX3D is in beta and is not a complete 3D engine yet. Many features are missing or unfinished. Expect bugs and
crashes, and projects made with one version may need changes to open in later ones. Keep backups of your work.
Download
Get the latest build from Releases:
- ZeqouX3D-<version>-Beta-Setup.exe: the installer. It installs for your user account with no administrator
rights, adds Start menu and desktop shortcuts, and uninstalls from Apps & features.
- ZeqouX3D-<version>-Beta-Portable.zip: the same files. Unpack anywhere and run
Binaries/Win64/ZXEditor.exe.
Requirements: Windows 10 / 11 64-bit, a DirectX 12 GPU (Intel UHD 620 or better), 8 GB RAM.
- Gameplay in ZeqouScript works out of the box.
- C++ game code also needs Visual Studio 2022 Build Tools with the C++ workload.
The installer isn't code-signed yet, so Windows SmartScreen may warn about it. Click More info → Run anyway.
Bug reports are welcome in Issues. Please attach the log from Saved/Logs.
Getting started
- Start ZeqouX3D Editor and choose New Project.
- Pick a template: Empty, First Person, Third Person, Water, Physics Playground, Vehicle Playground, or one of the
Graphics 2017 / 2011 / 2008 looks. Asset packs can be added to the project.
- Press Play to try it in the editor. Add Script components (ZeqouScript) or a C++ game module for gameplay.
- Use File → Package Project to export a standalone Windows game you can share.
What's inside
Rendering
- Renderer: Direct3D 12 with bindless resources and a render graph, plus a GPU-driven path (GPU culling, Hi-Z
occlusion, ExecuteIndirect).
- ZNano virtual geometry (like Nanite, without mesh shaders): heavy static meshes are cut into clusters with a
LOD hierarchy at import and drawn at the detail the screen needs, with a triangle budget and cluster streaming.
A billion source triangles (instanced) run at ~35-40 FPS on Intel UHD 620.
- Clustered forward+ and deferred PBR.
- Global illumination: light bounces off walls and floors in real time - DDGI probes traced through a
GPU-built distance field of the scene, screen-space GI for contact bounce, and a "Lumen-lite" per-pixel prototype
for high-end GPUs. Or bake it (File > Bake Lighting): high-quality probes plus lightmaps, free at run time.
- Virtual shadow maps for the sun (sharp near and far, pages cached until something moves), cascaded shadows with
PCSS, contact shadows, GTAO.
- Screen-space reflections, reflection probes, decals.
- TAA with temporal upscaling and dynamic resolution, bloom, auto exposure, depth of field, motion blur, color LUTs,
Post Process Volumes.
- Lite / Full profiles chosen by the hardware.
- "Graphics era" presets (2017 / 2011 / 2008) for a retro look.
- Sky and weather:
- A physical sky or an HDRI sky.
- Day and night: the sun follows the clock, latitude and season; dusk, stars and the moon with its phases.
- Volumetric clouds with presets and cloud shadows.
- Height fog, volumetric fog and light shafts.
- Wind that moves particles, water, cloth-like drag and bodies.
- Water:
- An FFT ocean with foam, caustics and screen-space reflections.
- An underwater view.
- Buoyancy and splashes.
- Effects:
- CPU and GPU particles (hundreds of thousands of sparks), flipbooks.
- Fire that spreads and chars surfaces.
- Simulated smoke and fire volumes.
World and gameplay
- Terrain:
- Generated hills, or flat ground to start from.
- A sculpt brush: raise, lower, smooth, flatten, set height, ramp, terrace, erode, noise.
- Painted layers (grass, rock, dirt, sand), paint by slope, heightmap import and export.
- Collisions with physics.
- Open worlds:
- World Partition: the scene is split into cells that stream in and out around the camera or player.
- HLOD stand-ins for far-away cells, seamless terrain tiles (a 4 x 4 km world generator:
world.create).
- Foliage: forests, bushes, rocks and grass as instanced plants, scattered by slope / height / patch rules.
- AI navigation:
- A navigation mesh built from the scene (Recast-style voxelization, agent radius / height / step / slope).
- Shortest paths (A* + funnel), Nav Mesh Agents that walk characters to a destination;
entity.navTo(pos) in scripts.
- Behaviour trees (
.zbt) with a node editor that shows the running AI live: patrol, chase what it sees, search; a starter Guard AI (Create > AI Agent).
- Physics (ZPhys), an engine of its own:
- Rigid bodies, convex hulls, meshes, height fields and joints.
- Triggers, queries and collision events.
- Characters with stairs and slopes.
- Soft-body vehicles in the style of BeamNG.drive.
- Animation:
- glTF skins and clips with GPU skinning.
- AnimGraph state machines with layers, masks and blend spaces.
- Foot IK, root motion and morph targets.
- An Animation Viewer and an AnimGraph editor.
- Sequencer: cutscenes on a timeline (
.zseq): transform, animation, camera, event and audio tracks,
scrubbing with a live scene preview, a Sequence Player component and a script API.
- Audio: its own mixer on WASAPI.
- 3D sound, reverb zones and occlusion.
- Footsteps by surface, Ogg Vorbis streaming.
- Game UI: HUD and menus.
- Buttons, sliders, toggles, progress bars, input fields, scroll views.
- World-space panels.
- CSS-like
.zstyle style sheets (states, classes, transitions), UI Animation presets and tweens.
- Gamepad / keyboard menu navigation.
- Localization (
.zloc tables, switch the language while playing).
Editor
- A dockable shell in the style of UE5 and Unity: viewport with gizmos, outliner, details, content browser, output
log with a console, command palette.
- Undo / redo for everything; multi-selection, copy / paste between editor windows.
- Prefabs with overrides, material graphs with a node editor, Play-in-Editor.
- Tools: Terrain, Brush (paint models onto surfaces), Measure, Drop to Ground.
- Settings window.
- Zeqou AI: an assistant built into the editor (toolbar button, Ctrl+Space) that builds scenes and writes scripts
from a text request, with your own API key — 22 providers (Claude, OpenAI, Gemini, Grok, DeepSeek, Mistral,
OpenRouter, Groq, Ollama, LM Studio and more). Pick the model right in the chat; the context window is detected for
each model (or set by hand, up to 1M) and shown as a ring. Or connect any MCP agent (Claude Code, Cursor, VS Code)
to the editor's MCP server and build from there.
- Project Browser with templates, Starter Content and free CC0 asset packs (Quaternius).
- Package Project: cooks the game into a
.zpak and exports a standalone .exe.
- Its own importers and codecs:
- Models: glTF/GLB, FBX (binary 7.x: meshes, materials, skeletons, animations), OBJ.
- Images: PNG, JPEG, TGA, BMP, HDR, OpenEXR, DDS.
- Audio: WAV, Ogg Vorbis.
- Fonts and vector art: TTF/WOFF, SVG.
- Texture compression: BC1–BC7 / BC6H encoders.
| Vehicle Playground (soft-body car) | Third Person template |
|---|
| |
| Terrain tool on a Flat Terrain | Physics Playground |
| |
| New Project | Installer |
| |
| ZGraph: visual scripting, paused at a breakpoint | Third Person template: a mini game built with ZGraph |
| |
| ZNano: 300 rocks of 1.3M triangles each | The same view colored by cluster |
| |
| Sponza with global illumination (dynamic sun) | The same view without it |
| |
| Script Editor | HDRI Sky over Sponza |
| |
Building from source
Requirements: Windows 10/11, Visual Studio 2022 Build Tools (C++ workload, CMake, Ninja), Windows SDK 10.0.26100+.
powershell -ExecutionPolicy Bypass -File Tools/build.ps1 -Config Development # build
powershell -ExecutionPolicy Bypass -File Tools/build.ps1 -Config Debug -Test # build + tests
powershell -ExecutionPolicy Bypass -File Tools/fetch_samples.ps1 # optional samples (Sponza, an HDRI, ...)
powershell -ExecutionPolicy Bypass -File Tools/make_release.ps1 # Shipping build + installer + portable zip
Binaries go to Binaries/Win64/<Debug|Development|Shipping>/:
| Program | What it is |
|---|
ZXEditor.exe | The editor |
ZXGame.exe | The runtime of packaged games |
ZXSetup.exe | The installer builder |
ZXTests.exe | 400+ tests |
MeshViewer.exe, UIDemo.exe | Samples |
Repository layout
| Path | Contents |
|---|
Engine/Source/Runtime | Engine modules: Core, Platform, RHI, RHI_D3D12, Asset, Scene, Render, Physics, Nav, Script, Audio, Engine, UI |
Engine/Source/Programs | ZXEditor (the editor), ZXGame (packaged game runtime), ZXSetup (installer) |
Engine/Source/GameSDK | Single-header SDK for C++ game modules |
Engine/Shaders | HLSL shaders (compiled with DXC at runtime) |
Engine/Content | Fonts, icons, Starter Content, templates, asset packs |
Samples, Tests | Sample programs and the test runner |
Tools | Build, release and content scripts |
docs | Specification and roadmap (TZ.md, Russian), changelog, ZeqouScript reference |
License
ZeqouX3D License (LICENSE): the PolyForm Strict License 1.0.0 with a Game Exception.
- You can: use ZeqouX3D for free to make games, and give away or sell those games anywhere, with no royalties. A
packaged game may include the engine runtime and content that Package Project puts into it. Your own content and
code are yours.
- You can't: redistribute, modify or resell the engine, the editor or their source code themselves, or build
another engine or tool from them.
Third-party parts keep their own licenses:
- Inter (SIL OFL 1.1) and Lucide (ISC) fonts in
Engine/Content/Fonts.
- Quaternius asset packs (CC0) in
Engine/Content/Packs.
- DirectX Shader Compiler (Microsoft, Windows SDK).