KRONOS_ENGINE

Commercial licenses

Modules

Production-ready systems extracted from the Kronos engine and licensed for use in your own projects. Each one is the same code Kronos ships with, not a demo rewritten for sale.

Materials

PBR Material System (Cook-Torrance)

A physically based metallic-roughness material pipeline built on the Cook-Torrance BRDF, with image-based lighting support.

What’s included

  • GGX / Smith / Schlick Cook-Torrance BRDF
  • Metallic-roughness material model and texture slots
  • IBL: irradiance, prefiltered specular & BRDF LUT

Renderer

Forward+ Renderer Core

A tiled Forward+ rendering core that handles hundreds of dynamic lights while keeping MSAA and transparent materials working.

What’s included

  • Depth pre-pass and compute-based light culling
  • Per-tile light lists for point and spot lights
  • Frame graph glue for integrating your own passes

Physics

Jolt Physics Integration Helpers

Glue code that wires Jolt Physics into an engine cleanly, covering setup, body management, and fixed-step transform sync.

What’s included

  • World setup, layers and broadphase configuration
  • Body / shape creation helpers from scene data
  • Fixed-tick stepping with interpolated transform sync
  • Character controller wrapper

Coming Soon

More modules in development

Further Kronos systems are being prepared for commercial release.

  • Vulkan Ray Tracing Renderer
  • Compute Particles GPU
  • Node-based GPU VFX System VFX

Questions about licensing, or a Kronos system you’d like to see offered as a module? Get in touch before purchasing.