Game engines & interactive simulationPublic field guide

Dolphin: a guide to the game and simulation engine

Dolphin is a game and simulation engine with an integrated creation studio. It connects world editing, rendering, modeling, and shared simulation building blocks. For a creative or engineering team, its attraction is the ability to study and change the engine alongside the experience being built.

Demon Hunter Labs4 min readReviewed
Start with a practical evaluation
Dolphin coastal cabin still with warm wood, a teal lamp, an emissive field, ocean and palm trees through the window
Native Dolphin still export at 1920 × 1080 with 32 samples. Rendered on Windows with the CPU-reference renderer, using the original coastal cabin scene. This is an offline still, separate from the documented Mac Metal tests.

The useful starting point

What Dolphin gives your team

A scene can become a practical experiment in rendering, authoring, or simulation, with source access to the underlying systems as well as the application.

Who this is for

Game studios, simulation developers, visualization teams, and researchers who need to inspect the engine beneath an interactive world.

  1. 01

    Author a scene

    Arrange the world, models, materials, and cameras in Studio.

  2. 02

    Exercise one system

    Change lighting, movement, terrain, or a bounded model operation.

  3. 03

    Inspect the result

    Follow the rendered or simulated behavior to its owning source.

A studio that exposes the engine

Dolphin's native Studio brings several views of the same work together. Envision is its mesh-editing view, with bounded extrusion, subdivision, UV, rig, and keyframe operations. Sandbox explores generated terrain and separate interior-material experiments. These surfaces make the engine easier to question while creating with it.

The cabin images on this site are actual native Windows CPU-reference still exports. Their lighting and material appearance demonstrate that rendering path. Interactive GPU behavior, another operating system, and a packaged game each need their own evidence.

Find the smallest useful engine boundary

An engine evaluation does not have to begin with a whole game. A team could study camera projection, mesh authoring, a material preview, or a fixed-step simulation. Dolphin also supplies narrower packages used by other lab projects, so an evaluation can focus on the component that matters.

Keep the real workload small enough to inspect. A scene that saves, reloads, responds to input, and closes cleanly is more useful than a large showcase whose failure you cannot locate. Advanced professional tooling and broader world composition remain separate development work.

Current public evidence

Working Studio + engine

Envision is now Dolphin’s ninth native view: face extrusion, subdivision, UV projection, a two-bone rig, keyframes, save/load and undo. A live local Codex request produced a validated preview; Meshy adapters await a configured account key. Sandbox generates ridged coastal terrain and separately inspects convex-mesh interiors with layered material bounds and cuttable bonds. Windows CPU-reference model, file and native docking checks pass. Earlier Mac Metal evidence remains separate. Full professional tooling, sparse terrain streaming and world-space UI composition remain in development.

Explore the project and its evidence

Try one bounded question

Change one scene and recover it

A suggested evaluation for your team.

  1. Choose the documented scene and target platform for the release being evaluated.
  2. Change a camera, a light, and one authored object; record each change.
  3. Save, close, and reopen the scene, then compare the recovered state.
  4. Measure the selected rendering path with the same resolution and scene settings.
  5. Test invalid input and closing during activity, then inspect the reported failure.
What a useful result looks like

A small interactive or rendered scene whose appearance, saved state, and lifecycle your team can reproduce. Keep offline rendering and interactive performance results separate.

Before you go further

Common questions about Dolphin

Is Dolphin a complete production game engine?

It has working engine and Studio slices, with substantial tooling still in development. Evaluate the specific release against your game's authoring, platform, packaging, and runtime requirements.

Can I learn from a complete public example?

Yes. The Yeho marketplace includes small, complete examples involving Dolphin-related creation work. Follow the example's own instructions and license; a public sample does not grant the private engine repository's rights.

Does Envision require a separate project?

Envision is now part of Dolphin's native Studio. Historical source identities can remain in older releases, so check the exact archive when studying a particular checkpoint.

From an idea to your first evaluation

Build on what you understand.

Start with Dolphin's public evidence. If it fits your team's problem, compare source memberships or tell us what you would like to evaluate.

These guides are free to read. Private source releases follow the membership license. Compare plans and team seats.

Continue exploring