Sorry for any inaccuracies, but from the talk, this is what I understand:
This is initially mainly targeted for embedded devices, specifically mentioned Raspberry Pi 5.
Key Features:
Integrated with Flutter for UI/UX
Uses Google Filament as the 3D renderer
JoltPhysics integration (on the roadmap)
Entity Component System (ECS) architecture
SDL3 Dart API
Fully open-source
Cross-platform support
Why Not Other Engines?
Unity/Unreal: High licensing fees and super resource-heavy.
Godot: Long startup times on embedded devices, also resource-intensive.
Impeller/Flutter_GPU: Still unusable on Linux.
Tech Highlights:
Specifically targeted for embedded hardware/platforms like Raspberry Pi 5.
SDL3 embedder for Flutter.
Filament 3D rendering engine for high-quality visuals.
ECS in action: Example of a bouncing ball sample fully written in Dart.
Flutter widgets controlling 3D scenes seamlessly.
Console-grade 3D rendering capabilities. Not sure what this means tbh but sounds cool.
Realtime hot reloading for faster iteration.
Blender compatibility out of the box.
Supports GLTF, GLB, KTX/HDR formats.
Shaders programmed with a superset of GLSL.
Full cross-platform: Embedded (Yocto/Linux), iOS, Android, Windows, macOS, and even consoles (I don’t really understand this part in the talk, whether it’s already supported, or theoretically it can already be supported since the underlying technology is SDL3)
SDL3 API bindings in Dart to be released.
Fully GPU-accelerated with Vulkan driving the 3D renderer across platforms.
Why are they doing a game engine that’s compatible with everything? From what I can tell they doing car stuff. For games in the embedded systems in their cars?
I was just surprised that it is being done by a car company. I’m curious, is this a new thing to play 3d games in your car in general? Or this is just for some nice visualisations?
I don’t know anything about the app ecosystem for cars. I just assumed they just run some android apps if anything.
Some corrections:
Like any large company, there’s a lot of projects that are more/less related to mainstream products, especially in the open-source department.
Fluorite, like any other 3D engine, can have a broad spectrum of applications in any industry!
Think entertainment, travel, etc.
To address some concerns about performance: anything performance-critical is implemented in C++, and highly-optimized. The architecture is data-driven
The Dart/Flutter API, exposed for scripting, only exposes this ECS data, meaning any underlying logic is still executed in C++ (of course, except for any user-side scripting). We’re making heavy use of FFI and direct memory pointers (dart:ffi types) to eliminate any overhead.
That’s the plan! As a lot of people have correctly guessed, there’s a lot of work that goes into open-sourcing a project of this size, and we’re hard at work!
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