Technology · Worlds, water and space

From a meadow to the moon.

Worlds in Arcwright run from your feet to orbit: terrain kilometres across, forests grown by rules, rivers and oceans, a physical sky with real clouds, weather, day and night, and space.

Rowan in the Hollowreach meadow with mountains and clouds behind
Hollowreach, rendered live in the engine.
  1. TerrainKilometres across, with cliffs, caves and roads
  2. WaterRivers, lakes and oceans
  3. ForestsGrown by rules
  4. Grass and coverGrown around you as you go
  5. Sky and cloudsWorked out from altitude
  6. Weather and timeRain, storms, wind, day and night
  7. SpaceAll the way to orbit

01 · Land and rivers

Kilometres of land, with water running through it.

Terrain kilometres across, with mountains, cliffs, caves and roads. Rivers and lakes follow the land, and you can swim underneath.

In the engineA river running through the Hollowreach meadows

02 · Grass

Grass that grows around you.

You can't store every blade of grass on a world this size, so Arcwright grows it around the camera as you move: tall grass and wildflowers right to the horizon, wherever you go.

In the engineRowan in a wide wildflower meadow in Hollowreach

03 · Forests

Trees grown by rules.

Forests are grown, not placed one by one: rules say where trees cluster, where they thin out and where they stop at the water. Each tree grows its own trunk, branches, twigs and leaves, and sways in the wind. The Zombie Woods has about 490 of them, with photo-based bark and moss.

In the engineSunlight falling through the Zombie Woods

The Zombie Woods.

In the engineA single oak in Hollowreach with its branches, twigs and leaves

One oak, grown branch by branch.

04 · Far forests

A full horizon, even on a handheld.

Far trees turn into light voxel versions of themselves, so the forest stays deep all the way to the horizon without costing a frame. This is the Zombie Woods on a Steam Deck.

Steam DeckThe Zombie Woods on a Steam Deck, with far trees as voxels

05 · Water

Oceans, surf and wakes.

The ocean has waves, surf that rolls up the sand and wakes behind boats. A cartoon look is there for stylised games.

In the engineTurquoise surf rolling up a sandy beach

Surf on Castaway's beach.

In the engineA jetty and boats on the water in Harbor Run

Harbor Run.

In the engineAn aircraft carrier's bow on open water

A carrier on open water.

06 · Clouds

Real clouds you can fly over.

The sky is physical, with real volumes of cloud: fly a jet above them and the sea shows through the gaps.

In the engineA jet flying above the clouds in Night Shield

07 · Storms

Rain, wind and the sea at night.

Rain, storms, lightning and wind, with spray breaking on the rocks round a lighthouse at night.

In the engineA lighthouse at night in a stormy sea, spray on the rocks

08 · Space

All the way up.

The sky is worked out from altitude: blue at the ground, black at the edge of space, the curve of the planet below. Our space game launches from the pad at sunset, climbs to 112 km, and reaches the moon.

In the engine
In the engineThe sky at five altitudes, from the ground to orbit

The sky at five altitudes.

In the engineThe moon seen from orbit

The moon from orbit.

In the engineThe night side of the planet from orbit, city lights below

The night side, from orbit.

See it for yourself.

Download Arcwright free and open any of our games to see these systems at work.

Start building today.

Arcwright is free. Download it, describe your game, and watch Claude Opus 5.5 build it in front of you.

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