EDEN GAME ENGINE
Pure C++ Engine & Neural AI Pipeline

Pure C++ Performance Powered by AI

Eden Engine is written and scripted strictly in modern C++. Zero garbage collection hitches, zero wrapper overhead, and absolute hardware execution speed.

C++ Engine: 1.8ms Vulkan RT Enabled

Pure Native Architecture

Engineered in Pure C++

Built specifically for C++ developers who demand raw performance, precise memory allocation, and high-level AI integration.

Pure C++ Scripting

Write all game logic directly in high-performance C++20 with custom hot-reload modules and seamless engine binding.

CPP_RUNTIME_MODULE

Vulkan & DX12 Render Core

Low-overhead native C++ rendering pipeline featuring bindless descriptors, hardware raytracing, and mesh shaders.

VK_DX12_FRAMEGRAPH

AI Neural Copilot

Integrated C++ neural inferencing engine for dynamic environment generation, asset synthesis, and intelligent AI behaviors.

NEURAL_CPP_CORE

Custom Memory Management

Custom linear and pool allocators built to completely eliminate memory fragmentation and runtime garbage collection.

ZERO_GC_ALLOCATOR
Native C++ Engine Code

Modern C++20 API:
Clean, Fast & Direct

Every system, component, and game behavior in Eden is created in modern C++. You get full type safety, compile-time optimization, and unfiltered direct hardware access.

100% C++ Codebase

No managed runtime overhead or foreign language bindings.

Live C++ Hot-Reloading

Recompile gameplay C++ DLLs instantly without restarting the engine editor.

Native Neural Inference API

Accelerated C++ ONNX/Tensor execution embedded into engine ticks.

PlayerCharacter.cpp — Modern C++20 API
C++ Module Loaded
#include <Eden/Core/Entity.hpp>
#include <Eden/AI/NeuralCore.hpp>

namespace Eden {

class PlayerCharacter : public IEntityBehavior {
public:
    void OnUpdate(float deltaTime) override {
        // Direct C++ input & physics vector update
        Vector3 moveDir = Input::GetMoveAxis();
        GetTransform().Translate(moveDir * m_Speed * deltaTime);

        // Native C++ Neural Inference Query
        m_NeuralCore->SynthesizeKinematics(GetTransform(), deltaTime);
    }

private:
    float m_Speed{ 14.0f };
    Ref<NeuralCore> m_NeuralCore{ nullptr };
};

EDEN_REGISTER_CPP_BEHAVIOR(PlayerCharacter);

} // namespace Eden

Live Showcase

AI Asset Generator Preview

Test how Eden's native C++ AI prompt synthesis builds environment shaders and meshes.

Sample Prompts:

Cyberpunk Neon City Alley Rendered

1.4M Vertices C++ Native Mesh Synthesized in 1.1s

Pricing & Licensing

Select Your Engine License

Clear pricing tiers designed for solo C++ creators, independent studios, and enterprise game companies.

Hobbyists & Solo Devs

Indie

Essential C++ game engine tools for indie developers.

$99
No source access
Cap out at $100k revenue
Community discord support
Select Indie Plan
Recommended
Professional Studios

Pro

Full engine flexibility with complete C++ source code control.

$1499
Full C++ source access
Up to $1,000,000 revenue limit
Community discord support
Select Pro Plan
Enterprise

Studio

Maximum support and scale for commercial game production.

Custom price
24/7 dedicated support
Unlimited revenue
Full C++ source access
Dedicated discord support
Contact Sales

Start Building in Native C++ Today

Check out complete C++ API references, rendering pipeline guides, and AI integration samples.