🎮Libi Engine
A complete web-first game engine for immersive 3D experiences
We do not use Unreal, Unity, three.js or any other existing software because they were not architectured for web based scalable engine architecture.
Libi tackles the largest metaverse problems such as persistence, interoperability and achieving high quality dynamic environments thanks to its physics and its real time rendering of major visual effects such as lighting, shadows and ambient occlusion. We use low level 3D graphics algorithms built especially for the metaverse. Unlike most other game engines which make preloading games, we can create infinitely scalable environments with 1000s of objects that appear on screen in real-time and are secured by the blockchain.
Under the hood
Libi Engine is super efficient, fast loading and works across multiple platforms. It is created entirely with low level algorithms e.g C++, WebGL for 3D rendering and exports to WebAssembly, thus having immersive, highly detailed 3D that runs at near native speeds.

3D Graphics and gameplay:
Advanced real-time graphics optimised for web based rendering
Super performant and detailed 3D environments with fast load times.
Our fully functional 3D graphics engine has physics and realtime GPU resource management entirely in WebAssembly and WebGL, allowing it to run cross-platform, including web, mobile, console and with WebXR on VR devices (Oculus) at close to native speed.
Accessible (browser-first) cross platform experiences
Real time physics, animation, lighting
Persistent experiences - meaning any changes done in the environment are reflected in real-time and remain so after the player exits
- Realistic material effects through PBR, Subsurface scattering, translucency, backlight bleeding, self-illumination, etc.
- Sun and point soft shadows + contact shadows, with resolution and refresh frequency real-time optimization
- Multi-resolution bloom, SSAO, on-the-fly ambient lighting and environment map
- FXAA (TAA pending)
- Realtime volumetric clouds
- Particle system and Gaussian Splats
Sea simulated using Gerstner waves and shore effects based on landscape heightmap. Underwater caustics and realistic fog
- Three dimensional mesh-based infinite landscape with height-based material blending and displacement mapping. GPU-based landscape populating using user-defined models
- Foliage animation
- Customizable realistic avatars with clothing and accessory auto-fit based on the character shape
- Skeleton animation with animation transition and Inversed Kinematics
- Realtime physics, including wave dependent buoyancy, joints and physics-based animation
- Progressive asset loading with LOD and billboard support using multithreading
- Webassembly-side node-based scripting for improved performance and security / cheat prevention
- Geometry engine with node-based interface for generating complex assets (includes mesh-simplification, boolean operations, beveling, n-gons, etc.)
- Cooperative building and gaming with real-time shared physics in open worlds, with persistency as an option.
- CPU and GPU based Deep Learning training and inference
- Asset uploading with automated optimization, collision mesh and LOD generation
Empowering Creator Economy and User Generated Content
Awesome game creation platform and tools for creators and experienced indie game devs:
3D asset import / creation and customisation
Easy to use editors for creating metaverse assets and experiences.
"Lego like" game building using composable NFT components
Encouraging UGC (user generated content) for modifying and customising experiences
Marketplace for digital assets:
Rather than create IP for others, now 3D modellers, texture creators, material designers, sound engineers, animators, particle effects creators can own their creativity and IP.
Scripting language for complex game development
Rich smart contracts and Gamefi/P2E capabilities It is decentralised, cross-platform, with GameFI features and capabilities via composable NFT's (Non-Fungible Tokens) all operating through tamper-free smart contracts and powered by our own token.
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