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C++17  ·  2D-first  ·  Cross-platform

Snowpulse Engine

Build expressive 2D games with a compact native engine made for fast iteration, predictable performance, and shipping the same project everywhere.

Create your first Snowpulse game

Snowpulse is distributed as a source SDK. After unpacking it, run the public snowpulse CLI from the SDK folder to generate a complete standalone game:

./snowpulse new \
  --name MyGame \
  --id com.example.mygame \
  --dir /path/to/projects

cd /path/to/projects/MyGame
cmake --preset desktop-debug
cmake --build --preset desktop-debug

The generated project owns its gameplay code and assets and vendors Snowpulse under third_party/snowpulse/. You can move it, version it, and build it without changing the Snowpulse engine repository.

Follow the complete first-game guide →

Two tools, two different jobs

  • ./snowpulse is for game developers. Run it from a packaged SDK to create and update standalone client game projects.
  • ./snowpulse-engine is for Snowpulse maintainers. Run it only from the engine repository to manage the examples that evolve with the engine.

If you are learning or using Snowpulse for a game, start with ./snowpulse new. See Engine-Tree Examples only when you are intentionally working on the engine repository itself.

From first scene to final build

Snowpulse brings the engine, content pipeline, platform services, and production tooling into one focused C++17 codebase. Start small, keep control of the runtime, and add only what the game needs.

  • 01

    Compose gameplay quickly

    Build with a scene graph, reusable components, actions, events, physics, and a lightweight screen-space UI.

    See the runtime →

  • 02

    Draw rich 2D worlds

    Batch sprites, MSDF text, tilemaps, particles, trails, Spine animation, Effekseer effects, and optional FBX content.

    Explore rendering →

  • 03

    Use one service layer

    Reach input, audio, video, saves, HTTP, and analytics through portable interfaces instead of platform-specific game code.

    Browse platform services →

  • 04

    Ship beyond the desktop

    Target Windows, macOS, WebGL 2, iPhone, iPad, and Android from the same engine architecture.

    Compare platforms →

Find your path

Whether you are learning the lifecycle, wiring up a service, or preparing a release, the guides below lead straight to the relevant part of the engine.

Ready to make the first frame move?

Generate a standalone game from the SDK, build it on desktop, and then make the starter scene your own.

Start with the setup guide →