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Junklab Engine
01 / Tools for world buildersIndependent by design

Junklab
Engine

Build worlds
with character.

A modular WebGPU engine with visual world-building tools, procedural terrain and rich environmental rendering. Made for the worlds you want to make.

An aerial view of a forested island, coastal cliffs and a sheltered cove, rendered in Junklab Engine at sunset.
Rendered in Junklab Engine

A world of your making.

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Red Skies at Dawn · Development capturesNative WebGPU · v0.72.3
02 / Demo reelCaptured in Junklab Engine

One island.
Dawn to moonlight.

A one-minute flight around a Red Skies at Dawn island: first light over the lagoon, the harbour, the jungle canopy, sea cliffs, the lighthouse, a passing storm and the island by moonlight.

Red Skies at Dawn · Island reel1:09

Contains lightning and flashing effects. Press play to watch with sound.

A top-down contour map of the hook-shaped island on a coordinate grid, with the summit marked on the northern ridge, an orange camera route climbing the western ridge to the summit and another crossing from open water into the lagoon.
Island plan · camera routesRed Skies development map
Plan the flight

Shape the island. Then fly it.

The same island in plan: a hook of ridge and beach around a sheltered lagoon. Camera flights are authored in the editor as timed waypoint paths you can preview in place.

Explore camera flights
03 / A connected toolkitRendering + Authoring + Runtime

The pieces fit.
Ideas take shape.

Shape the land, find the light and bring the details together. Reusable tools connect your world in the editor to the world on screen.

01 / Render

Give it atmosphere.

Direct WebGPU rendering, physically based materials, dynamic lighting, ocean surfaces and changing skies.

Explore rendering
02 / Build

Make the world yours.

Procedural islands, sculpted terrain, painted surfaces and rule-based vegetation. Start with a seed. Make it specific.

Explore world building
03 / Refine

Keep your hands on it.

A visual editor for scene composition, materials, prefabs and camera flights, with preview and performance tools close by.

Explore the workflow
04 / From seed to sceneBuilt to be worked with

A world of control.
Room for discovery.

Generate a starting point. Sculpt a coastline. Place the things that make it yours. The editor keeps that process visual, editable and connected.

An authored hook-shaped island with forested highlands, coastal cliffs and a sheltered lagoon, rendered in the native engine.
Procedural foundations. Authored details.Red Skies development capture ↗
  1. 01

    Find the shape.

    Explore island silhouettes, reroll the coastline and highlands, then sculpt and paint the terrain.

  2. 02

    Bring it to life.

    Scatter vegetation, place models, build material graphs and tune the environment through labelled controls.

  3. 03

    See the whole picture.

    Preview your world, author a camera flight and inspect performance. Undo, refine and save your work.

Scene hierarchyVisual materialsReusable prefabsUndo / RedoSave / OpenPlay / Preview
05 / Next in the editorDesign previews · in development

A calmer editor.
A shader editor.

The editor is being redesigned around the Junklab palette, with dark and light themes, and the material editor is growing into a node-based shader editor with WGSL code nodes and per-vertex movement. These are design previews, not screenshots; the released interface may differ.

Design previewWorld editor
Design preview of the redesigned world editor in its light theme, with a camera selected in a grey viewport and its transform and camera settings in the Details panel.
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Design previews · not screenshotsLight theme · camera selected
06 / Inside the engineCurrent capabilities · v0.72.3

Small pieces.
Serious capability.

Explore the current toolset, from rendering and world building to the details that keep development moving.

01

Direct WebGPU rendering

A dedicated rendering pipeline for detailed worlds, expressive light and responsive real-time views.
  • Physically based materials with opaque, cutout and transparent surfaces
  • GPU instancing, skeletal skinning and morph targets
  • Directional, hemisphere, fill and point lighting
  • Cascaded directional shadows and image-based lighting
  • Planar reflections and screen-space ambient occlusion
  • HDR temporal reconstruction with optional rigid-object motion history
  • ACES, AgX and AgX Punchy tone mapping
02

Visual world editing

Assemble, inspect and refine a world in the same workflow you use to preview it.
  • Searchable outliner, object catalogue and command palette
  • Move, rotate and scale tools with snapping and surface placement
  • Scene hierarchies, groups and reusable prefabs with overrides
  • Labelled property inspectors and extensible authoring panels
  • Spline editing and camera framing tools
  • Undo and redo, portable world save and open
  • Play, pause and stop preview with viewport inspection tools
03

Sculptable terrain

Shape the landscape by hand, generate a starting point and build detail in editable layers.
  • Raise, lower, smooth, flatten, roughen and terrace brushes
  • Erosion, stamp and ridge tools with editable sculpt layers
  • Seeded terrain generation and hydraulic erosion passes
  • Surface-material and foliage-density painting
  • Authored terrain paths, cliff paths and automatic cliff placement
  • Environmental masks, surface diagnostics and map export
  • Terrain height, surface and placement queries
04

Procedural islands and coastlines

Explore distinct landforms from a seed, then take direct control of the coastline.
  • Seeded island and archipelago generation
  • Noise-formed bays, peninsulas, islets and enclosed water
  • Twelve-candidate silhouette gallery using project-supplied families
  • Independent shape, coastal-detail and highland rerolls
  • Editable land and lagoon boundaries
  • Coast smoothing and roughness controls
  • Preview and apply workflow with site and route conflict checks
05

Scatter and vegetation

Populate environments with repeatable rules, local variation and vegetation that responds to wind.
  • Seeded placement with density, scale, tilt and asset-weight controls
  • Clustering and companion planting around parent assets
  • Height, slope, depth and surface-material rules
  • Painted density channels and polygon, path or circular exclusions
  • Pinned placements and terrain-aware grounding
  • Breeze-to-storm foliage movement and thin-leaf light transmission
  • Distance-based level of detail with dithered transitions
06

Visual material authoring

Build reusable surface materials with a node graph and see them through the native renderer.
  • Node graphs for textures, normals, colours, vectors and arithmetic
  • Graph validation, reusable material assets and exposed parameters
  • Native WGSL compilation and live material previews
  • Layered materials and height-blended terrain surfaces
  • Texture bombing, distance blending and triplanar projection
  • Colour variation and roughness response controls
  • Packed terrain colour, occlusion, normal, height and roughness data
07

Sky, weather and atmosphere

Bring project-authored environmental state to life through layered sky, lighting and weather rendering.
  • Atmospheric scattering and volumetric cloud rendering
  • Sun and moon presentation with cloud-shadow lighting
  • Layered height haze, fog and mist
  • Rain rendering and weather-responsive surfaces
  • Wetness, puddling and wind-driven vegetation
  • Bloom, sun shafts and scene-linear colour grading
  • Lens effects including vignette, grain and chromatic fringe
08

Ocean and shoreline rendering

Render project-supplied wave and shore data as reflective water, coastal wash and underwater atmosphere.
  • Wave-field rendering with reflected and refracted water
  • Water colour, clarity, turbidity and caustic controls
  • Wake rendering and shallow-water appearance
  • Directional beach foam and terrain-following shoreline wash
  • Wet-sand darkening and retreating stranded foam
  • Underwater light absorption and scattering
  • Weather-responsive coastal lighting and water presentation
09

Cameras and cinematic flights

Author the route, framing and pace of a camera move, then preview and refine it in the world.
  • Scene and attached cameras with lens and framing controls
  • Timed position, look-at and field-of-view waypoints
  • Smooth path interpolation and editable orbit generation
  • Once, closed-loop and ping-pong playback
  • Flight preview with play, pause, restart and scrubbing
  • Capture current view, inspect waypoints and show path guides
  • Undo, redo and portable saved camera routes
10

Assets and animation

Bring models and textures into a reusable asset pipeline with explicit control over animation and instances.
  • glTF and GLB model loading
  • KTX2 compressed textures and standard image textures
  • Colour conversion and complete mipmap preparation
  • Reusable model and texture caches
  • Named animation-clip playback and skeletal skinning
  • Morph targets and per-node transform overrides
  • Model instances with shared geometry and individual transforms
11

Collision and spatial tools

Connect objects to their surroundings with reusable static collision and world-query capabilities.
  • Shared static triangle acceleration across model placements
  • Ray, capsule and ground-support collision queries
  • Transformed static colliders with explicit resource ownership
  • Terrain height and surface sampling
  • Viewport object picking and inspection
  • Spatial influence volumes and blended environmental values
12

Performance and extensibility

Measure the work, reuse prepared data and connect the engine through clear, versioned interfaces.
  • Independent frustum culling for main, shadow and reflected views
  • GPU instance culling, indirect draws and cooked spatial hierarchies
  • Preparation caches and a validated Derived Data Cache
  • Current-frame pipeline warmup
  • Frame pacing, CPU, loading and resource diagnostics
  • Optional asynchronous GPU pass timing and visual debug views
  • Modular TypeScript package with explicit public exports
  • Portable validated world data, runtime capabilities and editor extensions
Built for the web. Open to your ideas.

Junklab Engine is in active development and requires WebGPU-capable hardware and a compatible browser. Environment rendering connects to your project’s simulation and assets. Let’s discuss the right fit for your platform and production.

Engine × Game
Developed through making

Real worlds.
Real development.

Red Skies at Dawn is the engine’s first production project. The engine and editor grow alongside it, turning the needs of a real game into reusable tools for the next world.

Meet Red Skies at Dawn
07 / Let’s make somethingLicensing enquiries

Your next world
starts with a
conversation.

Interested in building with Junklab Engine? Tell us about your project, your team and what you have in mind. Let’s discuss licensing opportunities.

Discuss licensing hello@junklab.au