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Private product showcase / Working Studio + engine

Dolphin

Build a world by voice. Walk inside it. Own every atom.

A whole-stack game and simulation engine that can evolve with the idea

Game engineSimulation engineGame

Why this changes the game

Three reasons to care.

01

Shape a coastal world in a nine-view, dockable Studio.

02

Model with Envision. Grow mountains with Sandbox. Walk into the cabin.

03

One Yeho engine connects games, visual code, spatial tools, and Qube’s designer.

A room you can change

Let the light tell the story.

Move the sun. Change the exposure. Watch warm timber, cool daylight, reflections, and an emissive field share the same room.

The coastal cabin is an original Dolphin scene. Studio exposes its materials and lighting alongside the scene hierarchy and independent Scene and Game views.

Explore the shader lab ↗
Dolphin coastal cabin rendered with a low sun, warm wood, a teal lamp and a luminous field above a wooden bowlOpen full size ↗
Native Dolphin still export, 1280 × 720, 32 samples. The same cabin with a lower sun and a different fixed animation time. Windows CPU reference; exported pixels, not a live frame-rate claim.

Envision / Inside Dolphin

Shape the mesh. Keep the idea moving.

Open Envision beside your scene, pop it into its own window, and dock it back. Extrude a face, subdivide, project UVs, add a simple rig, and set animation keys. Save your work or undo an experiment.

Ask Codex for edits, inspect its mesh preview, then apply them. Meshy generation, texturing, remesh and humanoid rigging are connected through account-key adapters; live Meshy generation still awaits account setup.

The earlier home-sketch editor now lives inside Dolphin too. Professional painting, arbitrary rigs and richer animation are the next tools to build.

Explore visual creation with Atlas ↗
Envision mesh editor running in a separate native Dolphin window, with modeling tools and animation controlsOpen full size ↗
Envision in a native Dolphin window on Windows. The current mesh viewport uses Dolphin’s CPU reference renderer.
Sandbox’s connected rocky ridgelines and snowy crests above the water in Dolphin’s coastal sceneOpen full size ↗
Native Dolphin still export: 1280 × 720, 16 samples, Windows CPU reference. The coastal surface has 61,440 triangles; bubble bounds remain internal.

Sandbox / Terrain and matter

Natural surfaces. Matter within.

Connected ridgelines, smaller spurs and drainage-cut gullies shape the coast. Rock grain and snow follow the surface. Clouds drift on the scene’s Play clock.

Bubbles describe internal material and connections at different scales. Envision’s Matter inspector now fills closed convex meshes, changes the inspection layer and cuts bonds. General mesh filling, moving fractures, exposed cut surfaces and world streaming are still being built.

This is the first terrain surface and matter inspection slice. Photoreal terrain, detailed ecosystems and large-world streaming remain the target.

Learn how Dolphin works ↗

Bubbles / Inside Dolphin

Bubble Matter

Our matter is made from Procedural Physics Atom Bubbles

We’re building connected matter inside meshes: layers of ground beneath a mountain, muscles and veins inside a body. Each bubble carries its own physics properties and connections to other bubbles. Water, air, ground and rocket physics are all part of this direction.

Procedural layers can reach deeper whenever an interaction needs more detail, up to the precision and resource limits we allow. Fine detail wakes where it matters; the visible surface keeps its natural shape.

Try the first slice in Envision’s Matter inspector: explore four precision layers inside a closed convex mesh and open bonds across a cut plane. General tissue, fluid and propulsion simulation remain ahead, along with moving fragments and exposed cut surfaces.

The native Envision Matter inspector showing layer three of a cube’s internal bubbles and 24 opened bondsOpen full size ↗
Actual native Windows inspection: layer 3, 24 bonds opened. These spheres are interior debug bounds; the terrain uses a continuous surface.

Proof today

The current machine, without mythology.

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.

Made with Yeho + Dolphin

Start with something you can play.

Browse the free marketplace ↗

Actual native Windows screenshots. These are small CPU reference examples with free executables and MIT-licensed example source. Chromaflow tone maps its HDR radiance into an SDR window.

The friction it removes

Most engines make the dream negotiate with someone else’s rules. Dolphin lets us change the renderer, world model, physics, networking, tools, and game together.

The advantage you keep

One engine can power games, VR creation, architectural sketching, flight, and future Bubble World matter, so every upstream breakthrough compounds across the stack.

FPSWars The Long Track mission with spoor-tracking objectives, a first-person weapon and a live game HUDOpen full size ↗
Retained native Windows campaign capture: Mission 03, The Long Track. An early gameplay blockout with real mission state and a live HUD.

The game behind the engine

Build it. Enter it. Play it.

FPSWars puts Dolphin's world, input, mission state, and presentation together in a playable first-person game.

The twelve-mission campaign remains a separate reference path. The current ordinary Windows launch opens World Sandbox; this earlier mission image shows the campaign's visual state.

Read the Dolphin field lesson ↗

The connected stack

Nothing powerful lives alone.

YehoYodiEnvisionWingsuitQubeVR Prototype

Public Academy

Learn Dolphin from the inside.

Every public guide, field lesson, and architecture map for this system is gathered here. No membership is required to study these rooms.

01 / Public project guide

Dolphin: a guide to the game and simulation engine

Explore Dolphin's game engine, native Studio, Envision modeling, terrain tools, and simulation architecture. See real imagery and plan a small source evaluation.

Open in the Academy
02 / Code guide

Play and build with Dolphin

Explore a colorful fluid simulator, breezy island golf, and a clay-like solar system with complete Yeho source.

Open in the Academy
03 / Code guide

Create a galaxy ball in a room

Use Yeho compute with Dolphin math and projection to shade a ball, then make Space jump.

Open in the Academy
04 / Code guide

Start with a native window

Open a window, draw each frame, process input, and close cleanly.

Open in the Academy
05 / Code guide

Explore Dolphin's libraries

Commented examples for math, spatial geometry, projection, materials, and authoring.

Open in the Academy
06 / Code guide

Explore visual authoring in Atlas

Move between Yeho logic, YUI layouts, and Dolphin surface materials.

Open in the Academy
07 / Code guide

Train a mouse-aware flying dot

Follow the math from one neuron to GPU training and visible motion.

Open in the Academy
08 / Field lesson

Source-code licensing for companies and government teams

A practical guide to evaluating Demon Hunter Labs source memberships: commercial and public-sector rights, team seats, release scope, and the evidence to request before adoption.

Open in the Academy
09 / Field lesson

Dolphin: Own the Engine, Change the World

Explore Dolphin’s dockable Studio, coastal lighting, grounded play, and shared engine, with voice, VR, and Bubble World as the next research horizon.

Open in the Academy
10 / Architecture map

Dolphin interactive architecture

Select stations, trace routes, and see which layer owns each important Dolphin decision.

Open in the Academy

Open the machinery

Follow the whole system.

See the route first. Then open the architecture or complete manual when you want every chamber, boundary, and proof.

01typed project model
02authoring kernel
03modular runtime
04native game
Dolphin interactive architecture mapInteractiveSee inside the systemOpen the architecture map ↗

A glimpse inside

Six doors into the machine.

01Product identity

A living engine proven through real consumers

Dolphin now connects a native Studio, a Windows world sandbox, retained FPSWars missions, and consumers including Envision, Wingsuit, Yeho Atlas, and Qube’s visual designer.

02Yeho foundation

Language, engine, and artifact can be designed together

Yeho gives Dolphin an owned language, compiler, runtime, package, UI, and native-output route so engine data, scheduling, cooking, diagnostics, and lowering can share visible contracts.

03System boundaries

One canonical project, many removable systems

A typed, versioned project model joins scenes, resources, behavior, assets, build profiles, platform capabilities, history, validation, and performance budgets without becoming one giant private editor document.

04Current desktop tools + future clients

Every tool speaks the same command language

The current Studio provides Scene Interior, Scene Overview, Game, Hierarchy, Inspector, Project Files, Pipeline, Profiler, and Envision panels. The wider direction brings desktop, visual, VR, and AI clients through shared typed authoring commands.

05Behavior

Text and visual programs share typed meaning

Visual behavior is not a second scripting universe. Graph nodes, ports, effects, state, and generated or authored Yeho must resolve through compatible types and diagnostics.

06Execution

The shipped game carries only the game

The runtime separates memory, jobs, time, world state, simulation, rendering, physics, audio, and platform services from authoring clients and optional development machinery.

The door is open

Make Dolphin part of your masterpiece.

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