Plasma Technology Talk to us

Private beta, version 0.9.0

An engine with a team behind it.

Plasma is a modular C++ game engine with modern rendering, physics and audio in a core that's easy to change. It's built by Plasma Technology, so when your project needs a new feature, an integration or a port, the people who wrote the engine can do it with you.

A Parisian bistro street at night, with string lights and a scooter parked outside the café
Bistro street at night, rendered in Plasma

Why studios choose Plasma

Owning your technology shouldn't mean building an engine from scratch. Plasma gives you a modern foundation you can shape to your game.

Ship only what you use

Beyond a lightweight core, engine features come as packages. Each project adds the ones it needs from the package manager, with minimal dependencies between them, so there's less to build, ship and maintain.

Work in the languages your team knows

Write gameplay in C++, C#, AngelScript or Visual Script, and open C# in Visual Studio, Rider or VS Code. Programmers and designers can each use the tool that suits them.

  • C++
  • C# on .NET 10
  • AngelScript
  • Visual Script

Current-generation rendering

Multithreaded rendering on Vulkan and DirectX 12, with ReSTIR lighting, ray-traced and hybrid global illumination, virtual shadow maps and meshlet rendering.

  • Vulkan
  • DirectX 12

Built on proven middleware

Plasma integrates libraries that studios already trust, like Jolt Physics, FMOD Studio and OpenXR, instead of reinventing them. Your team spends less time learning and you take on less technical risk.

Support from the people who build it

Plasma Technology develops the engine and works on games. We can add the features your project needs, integrate your existing tools, port to new platforms, or join your team as extra developers.

  • Custom features
  • Integration
  • Porting
  • Co-development

A complete editor

Your team creates and changes every asset in the game in one place, and sees the result straight away.

  • Play in the editor, simulate, or play from any point in the scene
  • Prefabs, with assets processed in the background as files change
  • GPU frame captures and RenderDoc support
  • The Plasma Launcher for engine versions, projects and samples
The Plasma editor showing a 3D viewport with stacked red boxes, a scene tree, a properties panel and an asset browser

What's in the engine

An overview of the main systems. The full feature list and documentation go into detail.

Rendering
Vulkan and DirectX 12, ReSTIR and probe lighting, global illumination, virtual shadow maps, volumetric fog and clouds, OpenPBR materials and a visual shader editor.
Physics
Jolt Physics with character controllers, ragdolls, cloth, ropes, destruction, buoyancy and a full set of constraints.
Scripting
C++, C# with live reload, AngelScript and Visual Script graphs.
AI and navigation
Navmesh with dynamic obstacles, 3D voxel navigation, crowd steering, utility AI with perception, cover and squads.
Audio
Amplitude, FMOD Studio or MiniAudio, with 3D sound, occlusion and reverb.
Networking
Server-authoritative multiplayer on ENet with client prediction, lag compensation and late joining.
World building
Heightfield and voxel terrain, oceans and rivers, procedural placement, generated trees and GPU particles.
Animation
Node-based animation graphs, blend spaces, IK, retargeting and a cinematic sequencer.
Game UI
Plasma's UI framework or HTML and CSS through RmlUi, with gamepad navigation and imports from Figma.
Gameplay systems
Save slots and checkpoints, player settings, input rebinding, loading screens and video playback.
XR
VR and mixed reality through OpenXR, with hand tracking and spatial anchors.
Content pipeline
USD and MaterialX import, VDB volumes and Alembic geometry caches.

Where Plasma is now

Plasma is in private beta. Version 0.9.0, released on 13 September 2026, added a DirectX 12 backend, new lighting and atmospheric rendering, and more of the systems a project needs to go from a scene to a playable game.

How to get started

  1. Register for the beta

    Tell us what you're working on and we'll email you about joining. The documentation is open to everyone in the meantime.

  2. Evaluate with your team

    Install through the Plasma Launcher and try the samples, including the Brick Breaker templates built in each scripting language.

  3. Plan your project with us

    Talk to us about your game, your platforms and your team. We'll work out what Plasma covers today and where we can help.

Evaluating Plasma for your studio?

Tell us about your project and we'll answer your questions about the engine, the beta, and how we can support your team.