Python-Native · C++ Core · Desktop, Web, Android, Wii
Acron
A 3D game engine. Script in Python, build in C++, or go visual with Blueprints.
PBR rendering, Bullet physics, HTML/CSS interfaces and networking —
shipped to the desktop, the web, Android and the Wii.
Windows · macOS · Linux · Web · Android · Wii
What's inside
Everything to ship a real game
A complete runtime with the tools around it — from rendering and physics to packaging for every platform.
PBR Rendering
Forward metal-roughness PBR with image-based lighting from HDR panoramas, filmic tonemapping, MSAA, shadow maps and LUT grading. Custom GLSL shaders, and Gaussian splat scans on the desktop.
Physics
Bullet built in, with ODE and a built-in collision system beside it. Collide-and-slide character movers, a fixed-step game loop, a spring-arm camera and a fast ragdoll solver.
Networking
ENet for reliable UDP sessions, TCP and UDP datagrams, and Distributed Objects: networked classes declared in a .dc file, replicated to interested clients by zone.
UI & Input
Menus and HUDs in HTML/CSS with RmlUi — driven by mouse, keyboard, touch or gamepad. Action maps with rebinding, an on-screen touch gamepad, and HUD instruments CSS can't draw.
Asset Pipeline
glTF 2.0 and GLB loaded directly, Blender scenes through blend2bam, the BAM and EGG formats, HDR environment conversion, and a model viewer. acronmanager converts assets on every build.
Animation & Audio
Skeletal animation from glTF, blend spaces and root motion, sprite animation, intervals for scripted motion, and positional audio with OpenAL Soft.
Studio & Blueprints
Acron Studio is the IDE: visual Blueprints that compile to readable Python, a script runner, an assistant panel with a coding agent, and C++ tooling. The launcher sets up every project.
Cross-platform
Windows, macOS and Linux, the web (WebAssembly and WebGL 2), Android, and the Nintendo Wii as homebrew. acronmanager dist builds a self-contained program for each.
Get started in minutes
From zero to running scene
The launcher creates the project and installs the engine into it — then a 3D scene with PBR lighting is a dozen lines of Python.
from direct.showbase.ShowBase import ShowBase
from acron import simplepbr
class MyGame(ShowBase):
def __init__(self):
super().__init__()
simplepbr.init() # PBR pipeline
# glTF loads directly
self.scene = self.loader.load_model('city.glb')
self.scene.reparent_to(self.render)
self.task_mgr.add(self.update, 'update')
def update(self, task):
# the whole engine, from Python
self.scene.set_h(task.time * 10)
return task.cont
MyGame().run()
Everything
included.
One engine, one account. Rendering, physics, UI, networking, the C++ SDKs and every export target — no add-on modules, no piecemeal purchases.
See PricingBuilt with Acron
Showcase
Demos and projects made with the engine.
Built something with Acron? Share it on Discord →
Community
Join the builders
Developer-first. Come build with us.