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RACTR
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Ractr engine Built on Density Field Dynamics

One field is the light, the gravity and the clock.

Ractr is the first game engine derived from a unified theory of physics. No hand-built meshes for the world. No physics bolt-on. No baked light. The world, its gravity and its clocks all come from one field, solved on the GPU.

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Tap the sky to move the mass.

01 The idea

Every engine since 1996 fakes the universe three times.

  1. MeshWhat a thing looks like.
  2. PhysicsHow it pushes back.
  3. LightHow it’s lit, baked hours earlier.

Change one and you owe the other two.

Ractr keeps one number.

A scalar field — ψ, said “sigh” — has a value at every point in the world. Light bends through it, so it shapes the picture. Its slope is acceleration, so it’s the physics. Clocks slow where it’s dense, so it’s time. Nothing has to be kept in step, because there is only one thing.

02 The engine

One field. Three readings.

  1. i Light

    Light bends because the field does.

    Where ψ is high, light slows and curves toward it, by Fermat’s principle. The engine traces that bend through its own solved field, and checks it against the theory to 0.10%.

    n = eψ

  2. ii Gravity

    The slope you see is the slope you fall down.

    Bodies accelerate down the gradient of the same field. There is no physics library and no rigid-body solver: gravity is read straight off the solved field, and it is measurably not inverse-square, because the halo is in it.

    a = c²2 ∇ψ

  3. iii Time

    Clocks run slow where the field is dense.

    Stand somewhere heavy and your clock slows. It is the same number again, read a third way. The engine checks the clock-rate ratio against DFD’s prediction and lands within 0.10%.

    dτ = dtn = e−ψ dt

  4. iv One field

    One number. Three laws. Nothing to sync.

    Renderer, physics and time all derive from one density, ρ, so they cannot disagree. Change ρ anywhere — dig, build, blow a hole in a wall — and everything downstream of it follows.

    ∇·[μ(|∇ψ|/a⋆) ∇ψ] = −8πGc²(ρ − ρ̄)

03 The new renderer

Same field. New light.

Ractr draws with a new renderer now, and this is the world through it. The world is still one density field. The renderer lights it by tracing rays through the world itself: soft shadows, ambient occlusion and light that bounces, with nothing baked.

  • A meadow of tall grass and wildflowers at golden hour, backlit by a low sun breaking through heavy cumulus. A flat-topped mesa stands on the right of the horizon and sunlight glints on distant water.

    Golden hourClearLive play

    Every blade in this field is its own piece of geometry, grown on the GPU and moving in one wind. The sun breaks through volumetric cloud and glints off water on the horizon.

The trailer, cut from footage of the new renderer. Opens with sound.
  • A huge, detailed full moon hangs low in a violet pre-dawn sky, half hidden behind the black silhouette of a broad tree, with a dark forest line beneath it.

    Thornwood05:16Before dawnLive play

    The moon low over the Thornwood before sunrise. Its face is NASA’s Lunar Reconnaissance Orbiter colour map, not a painted disc.

  • A huge full moon rising behind a stand of dark trees, their leaves black against its face, with mist in the hollow and stars across the night sky.

    MoonriseNight, mistLive play

    The moon rising behind a stand of trees, with mist in the hollow and stars overhead.

  • A black hole in a dark night sky: a glowing disc of gas bent up over a black shadow and back under it by the hole's own gravity, beside the black silhouette of maple leaves, with faint stars.

    The black hole22:30Clear nightEngine frame

    The black hole in the night sky, drawn with DFD’s own optics. The far side of its disc is lensed up over the shadow and back under it, and the stars behind it bend around it.

  • A walled stone bridge running under a carved stone arch between two colossal chains of stone links, with rain falling and white cumulus behind.

    Roeford16:56Day rainLive play

    A bridge slung between two chains of stone, each link taller than a house, with rain falling across it.

  • The same bridge at dusk under a violet sky, a huge moon rising behind the chain on the right and the stone links lit a cool purple.

    Roeford18:24DuskLive play

    The same bridge that evening, with the moon coming up behind the chains.

  • A round lake of clear turquoise water edged with pale sand, with trees reflected in its surface and tall birches and oaks behind it under a blue sky full of cumulus.

    The Heartwood13:42Clear dayLive play

    A lake in the Heartwood at midday. The water reflects the trees standing round it.

  • The same lake under a heavy grey sky, the water darker and the trees behind it flattened by the overcast light.

    The Heartwood14:51Day rainLive play

    The same lake an hour later, when the weather turned. The cloud thickens and the light goes flat with it.

  • A small pond at golden hour. A tall tree in the middle of the frame is backlit by the low sun, and its long shadow and those of the trees behind it stripe the pale sand toward the camera, while poplars glow in the haze beyond.

    Roe Grove17:36ClearEngine camera

    Low sun through the trees at Roe Grove. Every tree throws its shadow across the sand and into the water.

  • A clearing in open woodland in the morning: oaks and birches under a bright, hazy sky, their shade falling in soft patches across a floor of earth and low green plants.

    Thornwood08:02ClearLive play

    Morning in the Thornwood. Light comes through the canopy and lands on the clearing in patches.

  • Looking up through the tops of oak and birch trees at a white morning sun set in a sky of soft, heaped cloud.

    Thornwood08:02ClearLive play

    The same morning, looking up. The clouds are volumes the light passes through, not a picture painted on a dome.

  • A wet stone wall and mossy cobbles in the foreground, a grassy meadow and a dirt path beyond, scattered trees on the horizon and a sky heaped with grey and white cloud.

    Tallow Quay08:34Day rainLive play

    Rain at Tallow Quay. The cobbles and the wall are wet, and a deck of cloud rolls over the meadows.

  • A wide dusk sky over pale, flat ground: banks of orange-lit cumulus low on the horizon, streaks of high cirrus across a violet sky, and a line of bare trees silhouetted against the glow.

    Tallow Quay17:54DuskEngine camera

    Dusk on the flats outside Tallow Quay, with heaped cloud low down and high cirrus above it.

  • Eight guards stand in a row in tall grass, lit by a low evening sun: four knights in plate with round shields and hammers on the left, and four halberdiers in dark tabards with a gold badge on the right.

    17:24ClearEngine camera

    The guards of a capital and of a castle, lined up for the camera. Every one is the same modular Frontier body, dressed piece by piece.

  • The name WARDHOLM in pale capitals, with the line “The watch resumed a post nobody volunteered for” beneath it, over a sandy shore with a tree on the left and heaped cumulus above.

    Wardholm17:36Zone lineEngine camera

    Crossing into Wardholm. The screen fades out and the zone’s name comes up with its line of lore.

  • A pale sandy shore beside wide, calm water under heaped golden cumulus, with two animals running along the far bank and a few small figures on the horizon.

    Wardholm17:36ClearEngine camera

    A few seconds later, inside the zone. Its sky, light, fog and music have taken over from the last one’s.

  • Light that bounces

    Soft shadows, ambient occlusion and bounce light are traced through the world’s own field every frame. Nothing is baked, so whatever you dig or build is lit like everything else.

  • Clouds with depth

    Volumetric clouds move with the weather and shade the ground beneath them, and the air itself scatters light, so sunbeams show in the haze.

  • Water that looks back

    Lakes and rivers reflect what stands around them. The sea is simulated every frame on the GPU from a real ocean-wave spectrum.

  • Grass, blade by blade

    Grown on the GPU every frame, wherever the field says there is ground. Dig a hole and the grass in it is gone on the same frame.

  • Real trees

    57 tree models that sway in the wind, let light through their leaves and throw dappled shade.

  • The night sky

    The Moon wears NASA’s Lunar Reconnaissance Orbiter colour map. Stars and the Milky Way come out as the sky gets dark enough to show them.

  • Zones, the old way

    Cross a zone line and the screen fades, the zone’s name comes up, and the sky, light, fog and music change to the new zone’s own.

  • People

    Every townsperson and guard is a Frontier character: one modular body, dressed piece by piece, so a crowd doesn’t repeat.

Every frame is the running game’s own output, cropped and never retouched. “Live play” frames were captured while playing. “Engine camera” frames come from the engine’s scripted camera with the interface switched off, apart from the zone card, which is the point of that frame.

04 Permanence

Dig anywhere. Build anything. It stays.

Dig a hole or raise a wall and you are editing the world’s density directly. Nothing is swapped for a pre-made piece, and an edit costs what the edit is, not what the world is. And every hole you dig and every wall you raise stays there, for everyone, permanently.

Filmed in the engine with its cinematic camera. Each dig and build is the same edit a player makes, scripted so the camera can watch it land. Some shots run at 1.5× speed.

05 Scale

What is actually in it.

  • 768

    Named settlements

    Each with a hand-written charter: who founded it, what it trades, what went wrong there. Not a name generator — 768 pieces of writing.

  • 362

    Hand-modelled props

    Carts, looms, altars, chain, barrels, bells — placed by hand and by the world-builder, never by tiling.

  • ~700

    Rooms to walk into

    Real doorways, upper floors, stairs you climb. An interior is not a loading screen here.

  • 0

    Baked lights

    Sun, moon and bounce light are traced through the world’s own field every frame, live, on an M3 Pro laptop. Nothing is baked.

  • 0

    Free parameters

    In the theory under the engine. Nothing is tuned to look right.

  • 1

    Field

    Renderer, physics and clock all derive from one density, ρ. They cannot drift out of sync.

  • ∞

    Reach of the field

    Gravity and the clock reach across the whole world. They never run out.

  • 22

    Devlog posts

    One per build session since April, failures included. Nothing has been taken down.

06 Proof

Verified, not asserted.

Four quantitative predictions of DFD, computed straight from the solved field and checked against closed-form answers. All four are green — and two of them show the planet’s dark halo.

  • G1Pass

    Far-field decay

    ψ(r) = 2GMc²r

    Graded against Newton’s 1/r, it reads high. That excess is not error: the field falls off more slowly than 1/r, which is the halo.

    residual +1.56%tolerance 5%

  • G2Pass

    Strong-field lensing

    d/ds(n t̂) = ∇n

    Rays traced through the solved field against the exact nonlinear solution, in a world bent 17.5° at closest approach.

    error 0.10%tolerance 10%

  • G3Pass

    Kepler’s third law

    T = 2π√r³/GM

    Graded against Kepler, the orbit closes early. It is the same halo, felt as a slightly stronger pull.

    residual −5.86%tolerance 15%

  • G4Pass

    Clock rate

    dτdt = e−ψ

    Two clocks at two heights tick apart by the ratio DFD predicts. Over so short a baseline the halo cancels.

    error 0.10%tolerance 5%

G2 is graded against DFD’s exact strong-field answer; G1, G3 and G4 against Newton. The gates run on every build.

From the devlog Post 05

The bug that turned out to be dark matter.

The lensing gate once failed at 30.7%. There was no solver bug. The engine’s world sits in DFD’s transition regime, where μ(x) = x/(1+x) makes the field fall off more slowly than 1/r — so the planet carries an emergent dark halo. It is the same mechanism DFD uses to explain galactic rotation curves without cold dark matter, running live in a game engine — and it is still there in every gate run: G1 reads 1.56% above Newton, and G3’s orbit closes 5.86% early.

Read the post
Schematic: the pull of gravity against distance. With a pure 1/r field it keeps falling; with DFD’s μ-function it levels off, like the flat rotation curves of galaxies. 1/r only DFD, with μ distance from the mass → orbital speed
Schematic, not data.
Field equation

∇·[ μ(|∇ψ|/a⋆) ∇ψ ] = −(8πG/c²)(ρ − ρ̄)

Light

ds² = −c²dt²/n² + dx²,  n = eψ

Matter

a = (c²/2) ∇ψ

Clock

dτ = dt / n

07 Against the old way

Same continuous world. Real physics under it.

Capability Classical SDF engine Ractr
What the field is Distance to the nearest surface. A geometric abstraction with no physical meaning. A physical density, ρ. The surfaces the renderer draws are derived from it, and so are gravity and the clock.
Physics Bolted on. A separate rigid-body engine with its own idea of the world, which disagrees with the render surface. Gravity is ∇ψ of the field solved from the same ρ. There is no second model of the world to disagree with.
Light Straight rays only. Lensing and refraction are shader fakes. Rays can bend through the solved ψ, with lensing and redshift computed from the field rather than faked in post.
Editing at scale A full refill on every edit. Multi-second hitches are common, and they scale with world size. The edit changes the world where you made it. The cost is the edit’s, not the world’s.
Stability Rigid-body stacks need warm-starting and constraint stabilisation, and still fail. The physics guarantees the field always settles. It cannot blow up.
Validation “Looks right.” Four quantitative gates against analytic predictions.

08 The antagonist

Lord Bayne is the king who refused to end.

His agents walk into villages wearing other people’s faces. Hail one and listen: its speech carries small wrongnesses, tells you learn to hear. Accuse it correctly and it unmasks on the spot, and the village pays a bounty. Accuse an innocent and you pay the blood price. Ignore an agent too long and it unmasks itself, mid-market, teeth first.

Meet him in BAYNE, the game playbayne.com

09 Beta testers wanted

Be in the world before it opens.

The planet is deliberately mostly unexplored, and it stays that way until people arrive to explore it. Testers go in early, put their names on the map, and get to break things while breaking them still costs nothing. We take them in small waves, so every report gets read.

One address, used for one thing: telling you when a beta wave opens and what changed. No newsletter, no sharing it, no selling it. Reply “stop” and you are off the list the same day.

10 Public devlog · 22 posts

Every build session, written up in public.

Including the failures. The bug that made every structure ever placed invisible. The castle QA found at the bottom of the sea. The screenshot tool that had been photographing the wrong buffer since day one. One post per session, since April.

  1. 22 The names were always promises967 named places and the world still read as procedural. The cause was one line of modular arithmetic deciding every field of every settlement — variation, but decided by nobody.
  2. 21 The hanging roadA brute search of 96,734 chords found exactly one sea crossing on the whole planet — with a bridge already standing on it. The fix was a re-definition, not a search.
  3. 20 Three kinds of lightIt has been a ray tracer since the day it was born; it was just missing three kinds of rays. By morning the moon cast shadows through the forest.
  4. 19 The Undersong opensFive agents' work landed one lane at a time — and the world got its first dungeon, four chambers carved straight out of the density field.
  5. 18 The first castle drownedThe first castle went up, then QA found it at the bottom of the sea. The law that followed makes a drowned city fail the build forever.
  6. 17 The planet was round all alongEight treetop reports, seven real fixes, one disease: the tree grid assumed a flat planet while the trees stood on a round one.
  7. 16 Look upEvery proof screenshot ever taken was aimed at the horizon. Players look up. The last treetop cutter falls to a better question, not a smarter fix.
  8. 15 The factory and the forestSeventeen releases in one marathon. Seven AI agents wrote a game's worth of content in parallel and the engine built it into the world wave by wave.
  9. 14 The world arrivesOne function had returned true since v0.8 — the entire terrain system was wired into a branch that never runs.
  10. 13 The camera was lyingThe screenshot tool had been photographing the wrong buffer since day one, hiding every character in the game from every screenshot ever taken.
  11. 12 The VeilStrangers walk into the village and some of them are not people. Hail them, hear the tells, and judge — every judgement broadcast to everyone online.
  12. 11 A sword made of fieldYou hold a weapon now, and it isn't a mesh. The first-person sword is drawn by the same light as the planet.
  13. 10 Hit playThe engine boots in a browser tab: 1.2 MB of WebAssembly, ψ solving on your own GPU, then you are walking.
  14. 09 EverQuest depth, one fieldA level curve: 12 quests across 6 NPCs, seven hunting camps, real equipment, con colours, drop tables. Twenty-four bot-verified stages.
  15. 08 The engine in a browser tabThe whole engine, running in a browser tab on your own GPU.
  16. 07 RACTR ONLINE: the MMO is realA real server, accounts and netcode: multiple players on one persistent planet, verified end-to-end by a 13-stage bot suite.
  17. 06 The regression that wasn'tOn a cold machine the regression refused to exist — but the audit found thirteen render passes where one belonged.
  18. 05 The first playableFrame time nearly halved. Classes, creatures, combat, XP, a quest — and the Shaper, an autonomous world-builder that keeps raising structures while you play.
  19. 04 A planet that actually worksProcedural continents, a real solar corona, moon phases derived from geometry, and build and destroy with the physics catching up live.
  20. 03 Four physics gates. All pass.Before rendering anything pretty, four quantitative predictions of DFD computed directly from the scalar field and checked against analytic values.
  21. 02 One field to render them allWhy a single scalar ψ(x,t) can replace the triangle mesh, the physics engine, the lightmap and the voxel grid — and be simpler and more correct at once.
  22. 01 The pivotNine months of SDF engine, taken out by a cleanup command. I couldn't recover it. I built something better from a physics paper instead.

11 Work with us

Licensing and investment

Licensing

License the engine.

Ractr is source-available under commercial licence, structured so a studio can evaluate, build and scale without fighting the terms. Source stays private; licensees get access under NDA.

  • EvaluationFreeFull source, internal prototyping for up to twelve months, no commercial release.
  • StudioRevenue shareCommercial rights, a private branch, quarterly engineering consultation.
  • EnterpriseBespokePerpetual rights, a dedicated partnership, custom physics modules, roadmap influence.
Talk about licensing

Investment

Back a category of one.

Every decade a new substrate redefines games: meshes and rasterisation in 1996, programmable shaders in 2002, physically based rendering in 2014. The next one is a physics-native field, and the moat sits at the physics layer rather than the code layer — a competitor would have to derive or licence the same theory.

  • Two revenue lines. Engine licensing cash-flows first; the studio compounds.
  • Traction. Four physics gates verified, a world of 768 settlements, 22 public devlog posts since April.
  • Terms. Accredited investors, $50K minimum, current round open.

Ractr — One Field. Filmed in the engine; the physics sequences are drawn from the same equations.

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