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.
Unlock Premium Access
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 whitepaperFluid 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
Performance Ledger
Locked 60fps on mid-tier hardware via intelligent frame pacing.
Sub-12ms response time from key press to pixel change.
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
Anniversary Log
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.
The Great Refactor
Complete rewrite of the rendering pipeline. Abandoned legacy OpenGL for Vulkan support, doubling performance on supported hardware.
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
Glossary
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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