15 Years of Code & Cork

Established in 2009, tushrie.com has spent a decade and a half refining the architecture of immersive experiences. Today, we celebrate our heritage by democratizing access to the tools that built our legacy.

Anniversary Special

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$2399 FREE

To commemorate our 15-year milestone, we are releasing our proprietary build engine. This isn't a trial—it's the full production suite we use internally, unlocked for the community.

Melting Boundaries Between Genres

Our "Wax & Wick" design philosophy represents the fluidity of modern game development. Just as candle wax transforms states to illuminate a room, our engine allows developers to fluidly transition between asset pipelines, rendering techniques, and logic layers without breaking immersion.

We've abandoned rigid MVC structures in favor of a reactive, wax-like data layer that drips seamlessly into the UI. This approach reduces overhead and increases iteration speed, allowing you to focus on the flame—the core gameplay loop.

Read technical whitepaper

Fluid Assets

Import once, render anywhere. The wax layer handles format conversion on the fly.

Soft Physics

Simulate melting, dripping, and adhesion without heavy rigid body overhead.

Reactive Wick

Event propagation that ignites instantly. No polling, no lag, just pure signal propagation.

Live Dev Status / System Integrity

BUILD v4.0.2 STABLE
ASSET LIBRARY SYNCED
RENDER PIPELINE OPTIMIZED

Performance Ledger

60+
FPS Target

Locked 60fps on mid-tier hardware via intelligent frame pacing.

<12ms
Input Latency

Sub-12ms response time from key press to pixel change.

15M+
Polygons

Scene complexity handled in a single draw call.

Location Node: Cork, Ireland

Our operations are anchored in the heart of Cork. The recent server migration to our new facility at Fitzwilliam Square has resulted in a 40% reduction in latency for European users.

  • Fitzwilliam Square 467, Cork, Ireland
  • +353 87 9317525
  • info@tushrie.com
Fitzwilliam
SERVER NODE: ACTIVE

Anniversary Log

2009

Studio Founded

Incorporated in Dublin with a focus on middleware for indie developers. The initial codebase was written in a small rented office above a bakery in Cork.

2015

The Great Refactor

Complete rewrite of the rendering pipeline. Abandoned legacy OpenGL for Vulkan support, doubling performance on supported hardware.

2024

Open Release

tushrie.com Field Guide: The Engine Ecosystem

Understanding our architecture requires a shift away from traditional game loops. The tushrie.com engine operates on a "signal-first" principle where input, physics, and rendering are decoupled processes linked by a high-speed event bus. This ensures that even under heavy load, the user experience remains fluid.

Key Decision Criteria

  • Latency Budget If your target is under 16ms, the Wax Layer is mandatory. It handles interpolation.
  • Asset Volume For libraries exceeding 50GB, use the Streamer module. Do not load statically.
  • Concurrency Our Wick system supports up to 5000 simultaneous event listeners.
  • Visual Style The engine excels at organic, fluid animations rather than rigid blocky mechanics.

Myths vs. Facts

MYTH: "Free means less features." Reality: This is the exact code used for our internal AAA contracts.
FACT: "No royalties on revenue." The 2024 release is MIT licensed. Keep what you earn.

Glossary

Wax Layer Fluid Data Protocol Wick Event Bus Ignition Render Cycle

Common Mistakes to Avoid

  • Do not manually update the DOM. The Wax Layer handles state changes automatically.
  • Avoid heavy synchronous calculations in the Wick. Offload to worker threads.
  • Never force garbage collection. The engine's memory management is generational.
  • Do not use standard event listeners for game loops. Use the provided `onTick` wrapper.

Need help implementing? Check the Engine Showcase or Contact Support.

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