Coder Cube

VR · Game Engine · Developer

Coder Cube

helion.engine.ts
1const engine = new HelionEngine({
2  graphics: "raytraced",
3  audio:    "raytraced",
4  physics:  "advanced", // 60 TPS
5  target:   "standalone-vr",
6  optimize: true, // no compromises
7});
Explore Helion → About

About

Building what
shouldn't be possible

I'm Coder Cube, a solo game developer with one mission: make the highest-fidelity VR experience run on standalone hardware, no PC required.

Helion Engine bridges the gap from PCVR → Standalone VR → almost zero overhead. Every system; ray traversal, physics, audio propagation; is co-designed around standalone VR silicon from day one.

Not ported. Built for it.

01
Engine
VR
First
60
TPS physics
engine.config
readme.md
1// Helion Engine - 0.1.0-alpha
2
3export const config = {
4  build:       "0.1.0-alpha",
5  target:     "standalone-vr",
6  rt_samples: 128,
7  audio_rays: 64,
8  phys_tps:   60,
9  arch:       "ARM-SIMD",
10  status:    "active",
11};

Helion Engine

The engine built
for VR's next frontier

The gap between PCVR and standalone VR has always been a hardware problem. Helion treats it as a software and architecture problem.

Every subsystem is co-designed around standalone silicon - delivering PC-class fidelity on hardware that fits on your face.

rt_graphics.rs
Raytraced Graphics

Per-pixel raytracing using Sparse Voxel Octrees for acceleration. Global illumination, soft shadows, and accurate reflections on mobile GPUs.

rt_gfx · SVO · GI
rt_audio.rs
Raytraced Audio

Sound rays propagate through real geometry. Occlusion, reverb, and diffraction computed from the actual scene - not pre-baked, not approximated.

rt_audio · occlusion
physics.rs
Advanced Physics

High-fidelity rigid body simulation at 60 TPS. SIMD-vectorized solver tuned for ARM microarchitectures from the ground up.

phys · 60TPS · SIMD
vr_bridge.config - Platform Targets
PCVR Standalone VR Almost Zero
// bridging the gap