Learn how to build deterministic 2D/3D games with zero garbage collection stutter, SIMD vector math, 60–120 FPS hardware pacing, and seamless laptop deployment.
Every frame runs inside an $O(1)$ Region Bump arena with zero heap allocations.
Learn how Nyx replaces Java/C# garbage collectors with thread-local bump frames (`region frame { ... }`) guaranteeing 0.00ms latency spikes at 120Hz.
View Lifecycle Diagram →Load Blender `.gltf` and Apple `.usdz` meshes with bone hierarchies, inverse bind matrices, and SIMD quaternion skinning using `std.mesh.gltf_parser`.
Explore 3D Mesh Parser →Implement directional sound acoustics with interaural time difference (ITD) and head-related transfer functions using `std.audio.hrtf_spatial`.
View DSP Synthesizer Specs →Stream player inputs through Single Producer Single Consumer (SPSC) ring buffers with client-side prediction and sub-millisecond rollback reconciliation.
Explore Lock-Free Rings →Learn in the browser, then export a production-ready native game project to your workstation. Compile down to native bare-metal x86_64, ARM64, or Vulkan binaries.