A PRACTICAL START
A free game engine.
Your first playable idea.
ASHVEIL ENGINE by Guassia lets you build Gaussian scenes and test optional game interactions in your browser.
Start a free project Explore the engine
Start small, keep control
- Open the editor. Your new world has white ground and open sky.
- Name it, import an asset or make a native Gaussian shape.
- Place copies of the asset, then add invisible collision shapes where needed.
- Choose first-person, third-person, fixed or top-down play.
- Add a collectible, door, note or NPC only if your game needs one.
- Playtest. Use Save project for a portable archive with assets and audio.
A story, soundtrack and prebuilt room are optional. The editor also works as an asset workshop.
What free means here
Creation and private local testing are free. Save project writes an editable backup; it does not publish your work. The separate website export bundles a player for private testing.
Creators retain rights to their original content. Permission to redistribute the engine runtime and publish a game is governed separately by Guassia terms and third-party licenses.
The proposed store model is a one-time $100 listing fee for each game, including free games, and a 30% platform share of third-party paid game or asset sales. Asset listings have no publishing fee. Store purchases belong in the desktop app; paid checkout is not live.
Choose for the workflow you need
Guassia focuses on Gaussian-native appearance, browser access and inspectable assets. If your project needs mature skeletal character animation, a full rigid-body physics suite or production multiplayer today, compare those requirements carefully with established engines.
Blender provides a broad 3D asset-creation environment; Unreal provides a mature game-development environment. This preview does not claim complete parity. Our capability audit tracks the gaps and the architecture needed to address them.
Test before you scale
A 4K output setting controls output pixels, not the quality of the source splats. Inspect assets at player distance and measure frame time on the computers you want to support.
The current browser editor keeps source data separate from preview detail and has finite object, source and rendering budgets. Streaming and full dynamic relighting remain substantial work.
Rendering limits · Illustrated tutorials · Development changelog