<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>DawnEngine</title><link>https://www.dawnengine.com/en/</link><description>Recent content on DawnEngine</description><generator>Hugo</generator><language>en-US</language><lastBuildDate>Wed, 22 Jul 2026 00:00:00 +0000</lastBuildDate><atom:link href="https://www.dawnengine.com/en/index.xml" rel="self" type="application/rss+xml"/><item><title>Built on O3DE</title><link>https://www.dawnengine.com/en/features/built-on-o3de/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.dawnengine.com/en/features/built-on-o3de/</guid><description>&lt;h2 id="overview"&gt;Overview&lt;/h2&gt;
&lt;p&gt;DawnEngine does not reinvent the wheel — it stands on &lt;a href="https://o3de.org/"&gt;O3DE (Open 3D Engine)&lt;/a&gt;, hosted by the Linux Foundation. O3DE provides a modern &lt;strong&gt;Atom renderer&lt;/strong&gt;, modular &lt;strong&gt;Gems&lt;/strong&gt;, &lt;strong&gt;PhysX 5&lt;/strong&gt;, and an entity-component architecture under the commercial-friendly &lt;strong&gt;Apache 2.0 / MIT&lt;/strong&gt; license.&lt;/p&gt;
&lt;p&gt;DawnEngine is a &lt;strong&gt;closed-source commercial engine&lt;/strong&gt; on that foundation: upstream stability fixes and toolchain updates land on a controlled cadence; R&amp;amp;D focuses on what the open community lacks and commercial projects need — world streaming, double-precision coordinates, mesh terrain, water, Cesium, HTN AI, 3D navigation, vehicles, multi-display clusters, cloud streaming, and encrypted asset delivery.&lt;/p&gt;</description></item><item><title>Enhanced Double-Precision Rendering</title><link>https://www.dawnengine.com/en/features/double-precision-rendering/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.dawnengine.com/en/features/double-precision-rendering/</guid><description>&lt;h2 id="overview"&gt;Overview&lt;/h2&gt;
&lt;p&gt;Open-source O3DE and most engines default to single-precision floats. Precision falls with distance from the origin: at 100 km, centimeter-scale error shows up as jitter, interpenetration, and unstable physics — a hard blocker for city-scale twins, flight simulation, and real geographic scales.&lt;/p&gt;
&lt;p&gt;DawnEngine completed an &lt;strong&gt;engine-wide&lt;/strong&gt; double-precision large-world upgrade: full double precision on the CPU; on the GPU, &lt;strong&gt;render-origin relative&lt;/strong&gt; coordinates keep the GPU on single precision so &lt;strong&gt;render performance is not dragged down&lt;/strong&gt;. Measured at 100 km from the origin, vertex accuracy stays sub-millimeter.&lt;/p&gt;</description></item><item><title>World Streaming</title><link>https://www.dawnengine.com/en/features/world-streaming/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.dawnengine.com/en/features/world-streaming/</guid><description>&lt;h2 id="overview"&gt;Overview&lt;/h2&gt;
&lt;p&gt;Open-source O3DE has no unified large-world streaming solution. Loading tens of square kilometers at once breaks memory and collaboration. DawnEngine &lt;strong&gt;World Streaming&lt;/strong&gt; automatically partitions the world on a uniform grid, streams cells in and out from a player/camera source, and includes HLOD, content layers, and multiplayer coordination. Maturity: &lt;strong&gt;shipped&lt;/strong&gt; (&lt;code&gt;WorldStreaming&lt;/code&gt; Gem); disabled at runtime by default and must be enabled explicitly in the project Settings Registry.&lt;/p&gt;</description></item><item><title>PolyTerrain</title><link>https://www.dawnengine.com/en/features/poly-terrain/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.dawnengine.com/en/features/poly-terrain/</guid><description>&lt;h2 id="overview"&gt;Overview&lt;/h2&gt;
&lt;p&gt;Heightfield terrain cannot express overhangs, caves, or vertical rock faces — artists patch with meshes. Open-source O3DE only ships heightfields. DawnEngine &lt;strong&gt;PolyTerrain&lt;/strong&gt; upgrades terrain to true 3D mesh landforms, natively integrated with World Streaming and double-precision coordinates. Maturity: &lt;strong&gt;shipped&lt;/strong&gt; (&lt;code&gt;PolyTerrain&lt;/code&gt; Gem); disabled by default and must be enabled in the Settings Registry before authoring. PolyTerrain-bound PCG graphs are available; a general-purpose standalone PCG Gem remains on the &lt;a href="https://www.dawnengine.com/en/roadmap/"&gt;roadmap&lt;/a&gt;.&lt;/p&gt;</description></item><item><title>HTN AI System</title><link>https://www.dawnengine.com/en/features/htn-ai/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.dawnengine.com/en/features/htn-ai/</guid><description>&lt;h2 id="overview"&gt;Overview&lt;/h2&gt;
&lt;p&gt;Open-source O3DE has no AI decision framework — behavior is hand-written state machines. &lt;strong&gt;HTN (Hierarchical Task Network)&lt;/strong&gt; is the planning approach used in AAA titles such as Killzone and Horizon: high-level goals like &amp;ldquo;guard the camp&amp;rdquo; decompose into executable action sequences.&lt;/p&gt;
&lt;p&gt;DawnEngine ships a full HTN planner and the &lt;strong&gt;HTN Canvas&lt;/strong&gt; visual editor so designers can author behavior domains in a node graph without code.&lt;/p&gt;</description></item><item><title>Water</title><link>https://www.dawnengine.com/en/features/water/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.dawnengine.com/en/features/water/</guid><description>&lt;h2 id="overview"&gt;Overview&lt;/h2&gt;
&lt;p&gt;Open-source O3DE has no equivalent built-in water Gem. DawnEngine &lt;strong&gt;Water&lt;/strong&gt; treats streams, rivers, lakes, and oceans as first-class bodies: unified surface queries (height / depth / flow), Atom refraction and reflection, Gerstner or FFT waves, buoyancy physics, plus optional SurfaceData, Navigation3D, and particle bridges.&lt;/p&gt;
&lt;p&gt;It does not provide CFD flooding or automatic river–lake–ocean topology fusion; waterline alignment and estuary transitions are authored. Tides are global / per-body level offsets, not hydrodynamics.&lt;/p&gt;</description></item><item><title>Cesium 3D Tiles</title><link>https://www.dawnengine.com/en/features/cesium-geospatial/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.dawnengine.com/en/features/cesium-geospatial/</guid><description>&lt;h2 id="overview"&gt;Overview&lt;/h2&gt;
&lt;p&gt;Digital-twin and GIS apps need scenes aligned to real geographic coordinates. DawnEngine ships &lt;strong&gt;Cesium 3D Tiles&lt;/strong&gt; as a built-in capability: cesium-native and the 3D Tiles standard stream terrain, photogrammetry, BIM, and point clouds into Atom, deeply integrated with &lt;a href="https://www.dawnengine.com/en/features/double-precision-rendering/"&gt;double-precision coordinates&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;The historical community Gem Cesium for O3DE is unmaintained; upstream O3DE has no continuously maintained built-in Cesium stack. Dawn ships Cesium &lt;strong&gt;in-engine&lt;/strong&gt; and maintains it with LargeWorld double-precision coordinates.&lt;/p&gt;</description></item><item><title>Navigation3D</title><link>https://www.dawnengine.com/en/features/flight-navigation-3d/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.dawnengine.com/en/features/flight-navigation-3d/</guid><description>&lt;h2 id="overview"&gt;Overview&lt;/h2&gt;
&lt;p&gt;O3DE&amp;rsquo;s Recast only understands walkable ground. Drones, flying mounts, schools of fish, and submersibles have nowhere to path in volume space; the UE ecosystem often relies on paid third-party plugins. DawnEngine &lt;strong&gt;Navigation3D&lt;/strong&gt; represents flyable/swimmable space with a sparse voxel octree, uses Lazy Theta* for smooth 3D paths, and supports ground–air hybrid &amp;ldquo;transfers&amp;rdquo;.&lt;/p&gt;
&lt;h2 id="key-capabilities"&gt;Key Capabilities&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Sparse-voxel volumetric nav&lt;/strong&gt;: proven volume navigation with bounded memory and query cost.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Motion models&lt;/strong&gt;: hover (drone/helicopter) and fixed-wing (minimum turn radius).&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Ground–air hybrid&lt;/strong&gt;: walk → board and take off → land and walk again on one API.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Climbing &amp;amp; underwater domains&lt;/strong&gt;: vertical climb surfaces and water volumes in the same system.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;HTN operators&lt;/strong&gt;: ready-made move operators for &lt;a href="https://www.dawnengine.com/en/features/htn-ai/"&gt;HTN&lt;/a&gt;.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="use-cases"&gt;Use Cases&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Drone swarms, low-altitude economy, and flying mounts.&lt;/li&gt;
&lt;li&gt;Underwater units and submersible simulation.&lt;/li&gt;
&lt;li&gt;Military analysis and robotics training that need 3D mobility.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="related-features"&gt;Related Features&lt;/h2&gt;
&lt;p&gt;Navigation3D solves &amp;ldquo;how to get there&amp;rdquo;; &lt;a href="https://www.dawnengine.com/en/features/htn-ai/"&gt;HTN AI&lt;/a&gt; decides &amp;ldquo;what to do&amp;rdquo;; scale it inside &lt;a href="https://www.dawnengine.com/en/features/world-streaming/"&gt;World Streaming&lt;/a&gt; large worlds.&lt;/p&gt;</description></item><item><title>PhysX Vehicle</title><link>https://www.dawnengine.com/en/features/vehicle-system/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.dawnengine.com/en/features/vehicle-system/</guid><description>&lt;h2 id="overview"&gt;Overview&lt;/h2&gt;
&lt;p&gt;Upstream O3DE core does not ship a built-in PhysX Vehicle Gem. DawnEngine &lt;strong&gt;PhysX Vehicle&lt;/strong&gt; simulates cars and tracked platforms on PhysX 5 with a raycast suspension model: one dynamic chassis rigid body, ground rays per wheel (or road wheel), spring–damper suspension, and tire / track contact forces applied each physics substep. Vehicle logic lives in this Gem and does &lt;strong&gt;not&lt;/strong&gt; use the NVIDIA PhysX Vehicle SDK.&lt;/p&gt;</description></item><item><title>Multi-GPU AFR</title><link>https://www.dawnengine.com/en/features/multi-channel-rendering/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.dawnengine.com/en/features/multi-channel-rendering/</guid><description>&lt;h2 id="overview"&gt;Overview&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;AFR (Alternate Frame Rendering)&lt;/strong&gt; lets a multi-GPU workstation assign consecutive frames to different GPUs, raising frame rate. Enablement is simple: launch args select the pipeline and GPU count — no project content changes. DawnEngine maintains this path with a Chinese UI.&lt;/p&gt;
&lt;p&gt;This page covers &lt;strong&gt;single-machine multi-GPU AFR&lt;/strong&gt;. For LED walls, CAVE, or multi-machine sync, see &lt;a href="https://www.dawnengine.com/en/features/cluster-display/"&gt;ClusterDisplay&lt;/a&gt;.&lt;/p&gt;
&lt;h2 id="key-capabilities"&gt;Key Capabilities&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Alternate-frame rendering&lt;/strong&gt;: rotate frames across GPUs for high-fidelity / high-resolution scenes&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Zero content changes&lt;/strong&gt;: no special level or material work for AFR&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Cloud-render friendly&lt;/strong&gt;: make better use of multi-GPU server nodes&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Gains vary by scene&lt;/strong&gt;: measure on your target project before relying on the uplift&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="use-cases"&gt;Use Cases&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;High-end visualization and simulation where one GPU cannot hit the frame budget&lt;/li&gt;
&lt;li&gt;Multi-GPU acceleration on cloud / Dawn Stream nodes&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="related-features"&gt;Related Features&lt;/h2&gt;
&lt;p&gt;AFR works alongside &lt;a href="https://www.dawnengine.com/en/features/dawn-stream/"&gt;Dawn Stream&lt;/a&gt; and &lt;a href="https://www.dawnengine.com/en/features/world-streaming/"&gt;World Streaming&lt;/a&gt;. For multi-display clusters, see &lt;a href="https://www.dawnengine.com/en/features/cluster-display/"&gt;ClusterDisplay&lt;/a&gt;.&lt;/p&gt;</description></item><item><title>ClusterDisplay</title><link>https://www.dawnengine.com/en/features/cluster-display/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.dawnengine.com/en/features/cluster-display/</guid><description>&lt;h2 id="overview"&gt;Overview&lt;/h2&gt;
&lt;p&gt;Upstream O3DE has no built-in multi-display cluster path. DawnEngine &lt;strong&gt;ClusterDisplay&lt;/strong&gt; lets multiple render nodes share the same logical time, camera state, and frame boundary while drawing different screen viewports — so CAVE, wraparound simulators, LED walls, and venue displays form a continuous image.&lt;/p&gt;
&lt;p&gt;Current status is &lt;strong&gt;MVP&lt;/strong&gt;: static topology, viewport split, off-axis projection, and master-driven frame sync are available; disabled by default and enabled via settings or launch args. Virtual production / ICVFX, media I/O, and color pipelines are out of scope. For browser cloud streaming, see &lt;a href="https://www.dawnengine.com/en/features/dawn-stream/"&gt;Dawn Stream&lt;/a&gt;.&lt;/p&gt;</description></item><item><title>Dawn Stream</title><link>https://www.dawnengine.com/en/features/dawn-stream/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.dawnengine.com/en/features/dawn-stream/</guid><description>&lt;h2 id="overview"&gt;Overview&lt;/h2&gt;
&lt;p&gt;Open-source O3DE has no browser cloud-streaming path. High-fidelity 3D usually means downloading a client — a high bar for demos, web twins, and low-end endpoints. DawnEngine ships &lt;strong&gt;Dawn Stream&lt;/strong&gt;: render on a cloud GPU, push frames over WebRTC, and stream input back from the browser.&lt;/p&gt;
&lt;p&gt;Current status is &lt;strong&gt;MVP&lt;/strong&gt;: the core path works. Provided by the &lt;code&gt;DawnStream&lt;/code&gt; Gem and disabled by default. Everyday demos work well at &lt;strong&gt;720p / 30 fps&lt;/strong&gt;; with real WebRTC and hardware encode enabled, &lt;strong&gt;1080p&lt;/strong&gt; is also available. Higher concurrency, cloud orchestration, multi-viewer, and queuing continue to expand. Dawn Stream carries encoded video and remote input — it does not replace multiplayer authoritative state sync.&lt;/p&gt;</description></item><item><title>Pak Encryption</title><link>https://www.dawnengine.com/en/features/pak-encryption/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.dawnengine.com/en/features/pak-encryption/</guid><description>&lt;h2 id="overview"&gt;Overview&lt;/h2&gt;
&lt;p&gt;O3DE paks are essentially zip files — without encryption, an install package can be opened with common tools to extract models and textures. DawnEngine &lt;strong&gt;Pak encryption&lt;/strong&gt; protects shipping archives at build time: on-disk file data, names, and directory metadata are ciphertext; the engine decrypts on demand at runtime with no game-logic or asset-load path changes.&lt;/p&gt;
&lt;p&gt;This strengthens shipping-asset protection; it is not absolute anti-tamper. Clients still need offline decrypt, so the goal is to block casual extraction rather than defeat every advanced reverse-engineering attempt.&lt;/p&gt;</description></item><item><title>Domestic OS Support</title><link>https://www.dawnengine.com/en/features/domestic-os/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.dawnengine.com/en/features/domestic-os/</guid><description>&lt;h2 id="overview"&gt;Overview&lt;/h2&gt;
&lt;p&gt;Support for HarmonyOS / OpenHarmony, UOS, and Kylin is currently &lt;strong&gt;planned&lt;/strong&gt;. See the &lt;a href="https://www.dawnengine.com/en/roadmap/"&gt;roadmap&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;Pure HarmonyOS 5+ no longer runs Android apps, so domestic shipping needs a native port. Dawn has completed the HarmonyOS port design, covering the toolchain, app container, Vulkan output, and HAP packaging.&lt;/p&gt;
&lt;p&gt;O3DE upstream already supports Windows / Linux / macOS / Android / iOS. UOS, Kylin, and similar Linux-based domestic distributions need evaluation per distro and graphics stack.&lt;/p&gt;</description></item><item><title>HarmonyOS Enters Roadmap Design Phase</title><link>https://www.dawnengine.com/en/news/harmonyos-support-preview/</link><pubDate>Wed, 10 Jun 2026 00:00:00 +0000</pubDate><guid>https://www.dawnengine.com/en/news/harmonyos-support-preview/</guid><description>&lt;p&gt;For domestic shipping and localization, &lt;strong&gt;DawnEngine has completed the system design for a native HarmonyOS / OpenHarmony port&lt;/strong&gt;, covering the toolchain, app container, Vulkan output, and HAP packaging. This capability remains on the &lt;a href="https://www.dawnengine.com/en/roadmap/"&gt;roadmap&lt;/a&gt;; the runtime is not available yet.&lt;/p&gt;
&lt;h2 id="design-scope"&gt;Design Scope&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Native HarmonyOS 5+ path (no Android compatibility layer)&lt;/li&gt;
&lt;li&gt;Engine runtime and Vulkan output loop&lt;/li&gt;
&lt;li&gt;Asset export to HAP packages&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="available-path-today"&gt;Available Path Today&lt;/h2&gt;
&lt;p&gt;For browser delivery, start with &lt;a href="https://www.dawnengine.com/en/features/dawn-stream/"&gt;Dawn Stream&lt;/a&gt; to lower endpoint OS barriers. More detail: &lt;a href="https://www.dawnengine.com/en/features/domestic-os/"&gt;domestic OS support&lt;/a&gt;.&lt;/p&gt;</description></item></channel></rss>