No, but we plan to hire immediately in the near term future. Before inquiring about hiring or internship opportunities, please read below.
Unlike other companies, Arete will take a similar approach to FLOSS projects by first identifying power users, engaged community members, and developers who use Arete Engine. Early hires will have a significant impact, influence, and stake in the development of Arete, and familiarity with Arete is the biggest hiring signal for us.
Our team is always looking to identify talented engineers and game developers to join our team in the future. Arete users who showcase technical and/or domain knowledge and a positive, active engagement in the community reflect the kind of hires we are looking for.
Finding developers from our own community saves us time and cost, while also avoiding the often needless multiple interview phases and on-boarding process. As Arete grows, we may implement a more traditional hiring process. For now, our plan is to identify and hire directly from our community.
One of our co-founders lived in Alaska and did a lot of climbing there. “Arete” is a climbing term referring to a rock feature with an edge pointing out from the wall and defined by the joining of two planes of rock.
We later found out it also refers to “excellence” in the ancient Greek lexicon which is cool too!
We plan to have a community showcase on the front page of our website. You are also free to share projects within the showcase channel in our discord. Please contact us via DM on discord or email us directly: firstname.lastname@example.org. We welcome all projects created using Arete, big or small, and hope to show them to the world!
For our Early Adoption Period (and beyond), we plan to implement community roles on Discord. We intend to add perks and benefits to these roles, and these roles will carry over to any forum or community beyond Discord.
Early Adopter: This role is only available for members who engage during our Early Adoption Period. These are members who ask or answer questions with thought and consideration on our Discord. This can be about Arete, game engines, or any other type of helpful engagement. If you are an early adopter, or plan to be one, please DM us on Discord.
Project Builder: Members who have built a project using Arete. Remember to send us your project to show it off on our Community Showcase! If you have built a project using Arete, please DM us on Discord.
Partner: Any partner or affiliate of Arete Games. If you are a partner and would like to be identified as such, please DM us on Discord.
For now, no (it took a significant amount of time and effort to develop our unified-memory architecture).
However, though our core architecture is closed source, we provide open source for our module system and language support.
Core Architecture (closed source): Arete’s core architecture is closed source. This includes rendering, as Arete uses a unique approach by tightly coupling the ECS system to the renderer while still maintaining incredible performance and ergonomics. As of today, Arete Engine uses a simple license for our core game engine architecture. You can find our license here.
Modules (open source): Arete implements a simple yet powerful open source “live module” system. Every engine is modular, but Arete is unique in that modules can be loaded at runtime, even after a game is shipped.
By allowing our modules to be open source, you can build your own modules for systems such as physics, sound, and networking while still taking advantage of Arete’s powerful game engine architecture.
Language Support (open source): Arete supports several programming languages by default. Any language with C ABI compatibility is supported, including C, C++, Swift, Rust, etc. We are in the process of adding C# support as well. For those wishing to use C# support immediately or other programming languages, we have made tooling for different programming languages open source.
Yes. We offer the following paid support options:
Source Code Access and Support
Dedicated Integration Support
Dedicated Cross-Platform Support
Game Engine Porting
Please contact us if you are looking for these options:
Arete is free to use for learning, internal projects, and experimentation. It is free for most commercial projects as well.
We are holding an early adoption period with cost-effective pricing to de-scale risk and enable game developers and studios of all sizes to begin using Arete. For commercial projects that generate over $1 million USD in lifetime gross revenue, a 1% royalty is due only on revenue that exceeds $1 million USD, with the first $1 million USD being royalty-free.
Our license can be found here.
During the "Early Adoption Period", Arete Engine is completely free for any project that generates $1 million USD or less.
For commercial projects that generate over $1 million USD in lifetime gross revenue, a 1% royalty is due only on revenue that exceeds $1 million USD, with the first $1 million USD being royalty-free.
We rely on self-reporting on revenue.
The Early Adoption Period is tentatively the initial 0-3 years of Arete Engine. During this time, all projects created will have and maintain favorable 1% royalty or custom license pricing in perpetuity. This means that if you created a game with Arete during the early adoption period, you will likely pay very little for the entire existence of that project, and more likely nothing at all.
We will also help register projects at the end of the Early Adoption Period to ensure that you keep your favorable early adoption pricing.
No. Arete is free to use for learning, internal projects, and experimentation. You will only pay for commercial projects that generate revenue over $1 million USD.
Language Support (open source): Arete supports several programming languages by default. Any language with C ABI compatibility is supported, including C, C++, Swift, Rust, etc.
We are in the process of adding C# support as well. For those wishing to use C# support immediately or other programming languages, we have made tooling for different programming languages open source.
Yes. Through additional innovations, we have increased performance for discrete-memory systems as well (eg. high-end PCs).
ECS, and data-orientation in general, is a game-changing technology that massively increases performance. We believe upon ECS’s adoption that gamers will simply expect a level of performance that will become the new normal.
Arete takes this one step further by pushing the limits of game performance past that of even ECS. Performance doesn’t just help you meet your framerate targets or allow hardcore gamers to run your game at extreme framerates. Performance gives you the freedom to add new features to your game that weren’t previously possible, brings cutting-edge experiences to a wider audience (looking at you, mobile), and allows longer play sessions while avoiding throttling on battery-powered devices. In short, your game can be played by more people without cutting corners, and ship with next-gen features on current platforms.
We intend to be a resource for anything ECS or game engines, so please feel free to ask us your questions!
Our goal is to make it as easy as possible, through resources, community, and support, to help developers learn, tool, and begin building the next generation of games.
To us, innovation is everything. Games built on Arete Engine will have a significant technical edge and differentiation from any other game out there. If you have any questions, comments, or just want to learn more about game engine innovation, please join our discord where our community and team discuss all things game engines.
Arete aims to be a complete 2d/3d general-purpose game engine.
As Arete is early stage, games best suited for Arete include games with large entity count, eg. TD (tower defense), real-time strategy (RTS), 4X, simulation, or other demanding games.
The platforms initially best suited for Arete include mobile, AR/VR, and PC.
Yes. ECS, and Arete in particular, enable many types of 2d/3d real-time applications that are natural extensions of our technology.
Examples include mass-entity simulations (real-time and/or batch), intelligent agent simulations, and demanding AR/VR workflows.
Arete Engine is early stage and is currently tooled primarily for games at the moment. If you need support for non-games, feel free to contact us via discord and we will try our best to help.
Arete Engine is a new type of ECS, Rust-based, game engine. Unlike other game engines, Arete takes game performance to the extreme, while always keeping ergonomics in mind.
Our guiding principle is innovation. We think game engines can be so much more. From partially solving optimization to enabling more sophisticated AI, our aim is to enable the developers who are building the next generation of games.
Arete is an early-stage game engine. While our architecture is complete, bugs will occur and core features are being worked on. We hope to work with you, the early adopters, on working through your issues and requested features. Our simple goal is to make whatever your goal is a reality, whether it be creating a game, simulation, or other real-time 2d/3d application using Arete.
What started as a project out of Stanford two years ago is now Arete Engine, a Rust-based ECS game engine using a novel unified-memory architecture.
Ever heard of Roller Coaster Tycoon? We were inspired by the craziness of how low-level and close to the hardware the game was (I mean it was built on Assembly). We wanted to build theme parks with millions of guests, crazy physics, and insane graphical fidelity. When we hit the wall of what could be built with existing tools, Arete was born. Arete Engine is built as close to the hardware as possible, enabling performance unlike any other game engine.
Absolutely! There are some amazing game engines and runtimes that game developers should seriously consider when building a new game. Projects that deserve more attention are:
These are ECS-based game engines and runtimes that are free and open-source. For other types of game engines, we recommend Godot.
We strongly encourage game developers to experiment with new and different types of game engines.