Scene hierarchy
Inspect entities, selections, and component signatures directly while building.
Nevo Engine

A proprietary 3D engine for teams that want C++ control, data-oriented architecture, and editor tooling without the weight of mainstream engine pipelines.

Built for engine-minded developers who prefer explicit systems over opaque workflows.
Read the technical wikiNevo centers game logic around entities, plain component data, and systems that operate on matching signatures. The result is a familiar C++ shape with performance decisions visible at the surface.
struct Transform {
Position position;
Rotation rotation;
Scale scale;
};
coordinator.registerComponent<Transform>();
auto entity = coordinator.createEntity();
Inspect entities, selections, and component signatures directly while building.
Transform and renderer data stay close to the viewport instead of buried in menus.
Console, performance, ECS, resource, and shadow-map tabs keep technical feedback visible.
The engine is built around a C++20 workflow with CMake and Ninja or Make, supporting both OpenGL and DirectX 12. Release builds use the practical optimizations expected from production engine work.
Nevo is proprietary and access is handled directly. Join Discord to discuss fit, current builds, documentation, and whether the engine matches your project.