Skip to content

Atlas Engine Beta 2 LyraA Worldof Color

Familiar soul. New possibilities.

The world you imagined.
A little more real.

Lyra explores what happens when light becomes a spectrum, surfaces gain depth and motion becomes more expressive. The Beta 2 roadmap brings those ideas together in the Atlas you already know.

A glass dragon overlooking a sunlit mountain landscape rendered in Atlas
Build a world worth looking closer at.Atlas scene gallery

Release preview based on the Beta 2 roadmap. Features are targets, not a completion checklist.

Follow development
01 / Photon

Light, in its
true colors.

Beyond three channels, a whole spectrum. Spectral rendering is at the heart of Lyra’s Photon roadmap, opening the door to richer interactions between light and matter.

The spectrum of possibility
Interactive concept · not an engine render

Dispersion

One ray. Many colors.

Split light into its constituent wavelengths.

Caustics

Light leaves a signature.

Explore the patterns formed by focused light.

Volumes

Give light room to breathe.

Bring depth to the space between surfaces.

Real-time ambition

Keep the world moving.

Denoising and ReSTIR DI join the path toward real-time Photon.

Architectural arches and colored hanging fabric in the Atlas Sponza scene
Every space begins with light.Atlas scene gallery · Sponza
02 / Materials & geometry

More than
meets the surface.

A shimmer that changes as you move. Light that passes through, or travels beneath the surface. Lyra’s material roadmap is about the details that make a world feel tangible.

Material study · CSS illustration
Photon · M5

A different kind
of presence.

Color that shifts with your point of view. Iridescence brings a new dimension to Photon’s material palette.

Depth, made physical.

Displacement and tessellation target real geometric detail, taking surfaces beyond a flat silhouette.

Reflections, refined.

The PBR roadmap pairs SSR and DDGI fixes with transmission, refraction and Fresnel.

A softer touch.

Photon’s planned iridescence and SSS expand the way light interacts with a material.

The Atlas material workspace showing a glass material, scene hierarchy and inspector
A familiar place to shape your materials. Existing Atlas editor shown.
03 / Bezel physics

Let your world
loosen up.

Not everything is rigid. Beta 2’s Bezel Jolt roadmap introduces soft bodies and cloth simulation, giving movement a more flexible vocabulary.

Bezel Jolt · M10

Soft bodies.

Objects with room to bend, compress and respond. Soft-body simulation adds deformation to Bezel Jolt’s physics toolkit.

Bezel Jolt · M10

Cloth simulation.

Draped fabric, hanging banners and flexible surfaces. Cloth brings a new layer of movement to the Beta 2 roadmap.

Also under consideration: a Bezel Native revamp, listed as optional in the roadmap.

04 / Foundations & platforms

A bigger world.
An open invitation.

The next chapter reaches beneath the surface, too. A shared shader language, stronger Vulkan support and Windows and Linux builds are part of the plan to bring Atlas to more creators.

M1 / M14

Slang

A common language.

Engine and Photon shader migrations lay the groundwork for a more portable rendering stack.

M2 / M15

Vulkan

A wider horizon.

Better Opal support and the Vulkan Ray Tracing API extend the roadmap beyond the existing Metal path.

M16

Windows + Linux

More places to begin.

Dedicated platform builds are a Beta 2 target. Follow the available packages as development progresses.

The complete picture

Every step toward Lyra.

View the source roadmap
M1Shared shader foundations

Move engine shaders to Slang.

M2A stronger Opal

Improve Vulkan backend support.

M3Beyond RGB

Move Photon to spectral rendering.

M4Light in its element

Dispersion, volumes and accurate caustics.

M5More expressive surfaces

Iridescence and subsurface scattering in Photon.

M6A clearer image

Denoising and ReSTIR direct illumination.

M7Toward real time

Techniques to make Photon real-time.

M8A richer PBR pipeline

SSR and DDGI fixes; transmission, refraction and Fresnel.

M9Depth you can see

Physical geometry displacement and tessellation.

M10A softer side of physics

Bezel Jolt soft bodies and cloth simulation.

M14Photon, made portable

Move Photon to Slang in preparation for Windows.

M15Another path for rays

Vulkan Ray Tracing API support.

M16More places to create

Build Atlas for Windows and Linux.

Bezel Native’s revamp is optional. Milestone numbering follows the source roadmap. This preview uses existing Atlas imagery and labeled concept illustrations; it does not announce general availability or platform parity.

Atlas Engine Beta 2 · Lyra

Your next world.
In a new light.

Open source. Built with curiosity. Follow Lyra’s progress, explore available builds, and help shape what comes next.

A glass dragon in a sunlit mountain landscape
Your next world starts here

Make something
only you could imagine.

Meet Atlas. Find your starting point. Go beyond.