VR · Game Engine · Developer
About
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.
Helion Engine
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.
Per-pixel raytracing using Sparse Voxel Octrees for acceleration. Global illumination, soft shadows, and accurate reflections on mobile GPUs.
rt_gfx · SVO · GISound rays propagate through real geometry. Occlusion, reverb, and diffraction computed from the actual scene - not pre-baked, not approximated.
rt_audio · occlusionHigh-fidelity rigid body simulation at 60 TPS. SIMD-vectorized solver tuned for ARM microarchitectures from the ground up.
phys · 60TPS · SIMD