Balaur 0.1.0 - The First Tagged Release
Balaur 0.1.0 is tagged. It is pre-alpha - APIs still move between versions.
Features
Determinism - fixed 60 Hz step, a digest per tick, and CI comparing those digests across three operating systems. Record, replay, roll back. A recording stores input, not state.
The editor - tabbed, resizable docks built from the engine’s own widgets, so the editor is itself a Balaur application. Editing an editor script hot reloads the editor.
Rune scripting - one deterministic language, hot reload in milliseconds with state kept, and a debugger over the Debug Adapter Protocol.
Rapier in 2D and 3D - bodies, joints, character controllers, queries and every collider shape Rapier has, behind one script API.
Input - actions over keyboard, mouse, gamepads and touch, with an overlay that draws them while a scene plays.
Animation - clips and tweens, skeletons skinned on the GPU, painted weights, IK and retargeting.
Rendering - sprites, tile maps, 2D lights and shadows, light3d and an environment, PBR, WESL shaders, sixteen primitives.
Export - native and web targets with a size report, iOS and Android, and the editor itself in a browser tab.
That is fifteen roadmap rows, each with a picture and the posts it was written up in, on the roadmap.
What pre-alpha means here
- APIs move. A script written against 0.1.0 may need edits for 0.2.
- No stable binaries yet. The tag is cut; builds come from the nightly channel or from source.
- What is missing is written down. Every 0.2 row is on the roadmap, each linked to its plan.
Get it
git clone https://github.com/balaurengine/balaur
cd balaur
cargo run -p balaur_cli -- new my-game
cargo run -p balaur_cli -- run my-game
Needs a stable Rust toolchain. Prebuilt editor and runtime builds for macOS, Windows and Linux are on the download page under the nightly channel.
- Release: v0.1.0
- Releases: balaurengine.org/releases
- Docs: Introduction · Getting started · FAQ
Bugs go in issues, bigger things in Discussions. A star on balaurengine/balaur helps.