ForgeSim

A modern C++ engine and interactive simulation editor.

Rendering, glTF assets, editable lighting, and practical scene tools.

0.1.0-preview.2 Preview Windows x64

Requires OpenGL 4.6 · Unsigned preview

Installation details

Run the installer and follow the setup instructions. Alternatively, extract the entire portable ZIP and launch ForgeSimSandbox.exe.

The installer is unsigned. Windows or your browser may display a publisher or download-reputation warning.

Includes the PBR material gallery and HDR environment. Flight Helmet and workshop assets shown on this page are not bundled.

This is an early development preview. Physics, mechanical interactions, and VR are not yet available.

Flight Helmet rendered in ForgeSim's docked editor, with scene hierarchy and property controls.
Flight Helmet rendered in ForgeSim. Model from Khronos glTF Sample Assets.
My role
Architecture, development, and testing
Core technologies
C++20, OpenGL, GLSL, CMake, Dear ImGui
Current focus
Rendering and editor foundations

Current implementation

What ForgeSim does today

Rendering

Textured glTF scenes with metallic-roughness PBR, image-based lighting, HDR rendering, and exposure and tone-mapping controls.

Scene editing

Select objects and lights, edit properties, and manipulate transforms in a docked workspace. Undo and redo transform edits.

Runtime foundations

Fixed-step scheduling with bounded catch-up, supported by automated tests for selected asset, selection, and editor behaviors.

Engineering decisions

Designing the foundations

Separate simulation timing from rendering

ForgeSim advances scheduled simulation updates at a fixed interval while rendering runs separately. Bounded catch-up prevents a slow frame from triggering unlimited updates.

Sustained overload still requires an explicit policy for handling simulation time. A fixed timestep alone does not guarantee deterministic results.

Use glTF as the first asset format

A focused asset pipeline handles multiple meshes, materials, textures, and node transforms. It supplies fallback textures and generates missing normals or tangents where supported by the source data.

Supporting one initial format keeps development manageable. Compatibility depends on the glTF features used by each asset; support does not yet extend to every extension or material model.

Development direction

From engine foundations to simulation

ForgeSim remains in active development. The current work establishes rendering and editor infrastructure; the longer-term direction is interactive mechanical systems, equipment behavior, and procedural training scenarios.

Future work includes expanding simulation capabilities, improving authoring workflows, and introducing immersive interaction as the underlying systems mature. These are development goals, not completed features.

The repository contains implementation details, build instructions, known limitations, and the evolving roadmap.

About the project

Questions & Answers

Is ForgeSim a game?

ForgeSim is an engine and editor being developed to create interactive 3D experiences, with a particular interest in machinery and simulation. An engine provides the underlying systems for displaying a scene, responding to input, and coordinating how things change over time.

What does the editor do?

It provides a visual workspace for loading scenes, arranging objects, editing lights, and inspecting properties. These tools let you work with a scene while seeing the results.

Why build an engine?

Building ForgeSim gives me direct experience designing rendering systems, development tools, and simulation foundations and exploring how they can work together. It also provides a place to investigate practical ways to improve development workflows.

What can I try today?

The Windows preview includes a material gallery where you can explore different surfaces, adjust lighting, and use the scene-editing tools. Physics, mechanical interactions, and VR are not yet available.

Download the Windows preview to try the current version.