// Game Engine • Written in Rust • 2026
SPAWN.
Build games without fighting your tools. Spawn gives you the foundation — fast, safe, and completely yours.
Why another
engine?

Unreal, Unity, Godot. Decades of decisions made for someone else's game. Every engine carries its history. The compromises, the workarounds, the legacy.

Spawn starts in 2026. Thirty years of documented mistakes, none of them ours. A language that catches entire classes of bugs before your game ships.

Not a better version of what exists. Something built for what comes next.

// Three things we won't compromise on
01
Correctness first
Memory safety at compile time. Data races caught before they ship. Your game runs or it doesn't compile. No in-between.
02
You own the stack
No black boxes. No opaque systems you can't inspect. Every layer is readable, extensible, and replaceable.
03
Built to last
Production-grade from day one. Not a prototype that got popular. Foundations you can build on for a decade.
"Starting fresh in 2026 with 30 years of documented mistakes is an advantage, not a handicap."
— Altug Tatlisu, Creator of Spawn
The code is being
written right now.

Repo goes public when Phase 1 is complete. Be the first to know.

// The vision
Why Rust.
Why now..

Every major engine was built when there was no alternative. Unreal in 1998. Unity in 2005. Godot in 2014. Each one filled a vacuum.

The vacuum today isn't a missing engine. It's a missing foundation. C++ game engines carry thirty years of technical debt. Memory bugs. Undefined behavior. Race conditions that only appear in production.

Rust eliminates entire categories of bugs at compile time. Not with runtime checks. Not with garbage collection. At the type system level, before your game ships.

The question isn't whether Rust can power a game engine. The question is who builds it first and builds it right.

// Phase 1 — Foundation (complete)
spawn-core
Complete
spawn-ecs
Complete
spawn-platform
Complete
spawn-asset
Complete
spawn-debug
Complete
spawn-input
Complete
spawn-render
Complete
spawn-audio
Complete
spawn-physics
Complete
spawn-script
Complete
spawn-ui
Complete
spawn-editor
Complete
spawn-net
Complete
spawn-build
Complete
// Phase 1 complete — the repo is public
View on GitHub
Altug Tatlisu
// The builder
Altug Tatlisu

Thirty years in systems programming. C, C++, Assembly, Rust. Commercial games in the DOS era. Production HFT systems where nanoseconds are the unit of measurement. Distributed systems, blockchain infrastructure, onion routing networks.

I have spent three decades writing code that had to work. Not demos. Not prototypes. Software running in conditions where failure meant real consequences.

Spawn exists because every engine I worked with made the same compromise: convenience over correctness, abstraction over control. I wanted an engine built the way I build everything else. From first principles, with no shortcuts, in a language that enforces the guarantees at compile time.

This is not a side project. This is the engine I would have wanted thirty years ago.

The code is being written right now.