The Turbulenz open source HTML5 games engine

The Turbulenz Engine is fully open source

  • Open source HTML5 game engine for developing games under the MIT license.
  • Download and build the latest Turbulenz Engine directly from the Github public repository.
  • Alternatively, download and install a pre-packaged and tested Turbulenz Engine SDK for Windows, Mac OS X or Linux from the
  • You are free to modify, self-publish and monetise games made with the Turbulenz Engine anywhere online.
  • Mix the Turbulenz Engine modules with any other external technology and web services.
  • The engine is open source and totally free to use.

Turbulenz Engine

The engine libraries are implemented in optimised JavaScript supporting rapid iteration of game code and data. The engine executes directly in the browser and includes some of the following features:


Asynchronous resource loading and swapping; Lazy evaluation of scene updates; Multi-threaded evaluation and execution

Rendering Effects and Particles

Shader based immediate mode dispatch; Supporting multi-technique, multi-pass, multi-materials; Dynamic vertex, index, and texture buffer processing; Deferred rendering supporting unlimited lights; Pluggable POST effects and collection of effects; Exponential shadow maps and occlusion queries; Extensive particle and effect systems; GUI/HUD system supporting multiple fonts and languages

Physics, Collision and Animation

Rigid bodies, Collision primitives and constraints; Ray and convex sweep queries; Large collection of built-in animation controllers; Skeleton animation with quaternions

Audio and Input

3D sound sources and up to 7.1 surround sound; Multi-threaded streaming and mixing; Access to HID, allowing external controllers and peripherals

Networking, Multiplayer and Social Networking

Compression, encryption, reliable and unreliable messaging; Network lag compensation, server/client and p2p architecture; Integration with popular social networks including Facebook; Automatic player sign-in and access automatically handled

Scene and Resource Management

Visibility queries via portals, frustum, or overlapping box; Sorting and grouping for visibility and optimal rendering; Bandwidth and hardware scaling by dynamic asset selection

Turbulenz SDK

The SDK contains everything a developer needs to rapidly get their project going, polished and deployed, including:

JavaScript Engine Source Code

A complete version of the JavaScript Engine code is available for developers to browse and use during debugging. The Engine is completely modular allowing developers to select exactly what features they want to use, and modify or replace anything that isn't suitable for their game.


The SDK includes a wide range of feature and code samples. The aim of these samples is to cleanly demonstrate to developers how to use all the different parts of the game engine. All of the code is fully documented and explained, and suitable to paste into your own project as a starting point for getting a new feature implemented.


A complete set of the latest documentation is distributed in the SDK. The documentation contains an API reference for every API in the Engine, all of the online game services, a user guide for all of the major components, and most importantly an extensive getting started guide.

Local Development Server

The Local server replicates all the APIs provided by the live game servers. This allows developers to build their game and correctly use the social web service APIs. The server also implements a local environment for creating a multiplayer game. The Local server also contains a range of tools to help developers analyse and optimise their application. The server reports metrics for all assets requested and is critical to making loading efficient.


Built into the Local server are a collection of tools for debugging the game and assets. The Viewer allows you to quickly preview and manipulate assets. Alongside the Viewer is a dynamic Disassembler that is useful when digging into assets. The Disassembler is designed to help developers quickly pick through any size asset and search for potential issues.

Asset Processing Tools

We don't believe in monolithic tools and so all tools are provided as a toolbox. Turbulenz is designed to fit into your existing pipelines and processes. The asset processing tools can convert source assets into the JSON format used by the engine.

Packaging and Deployment

All tools needed to prepare, package and deploy your game for to the Turbulenz Developer Hub. The tools can be added to your built process so that the output from every build is playable online.

Turbulenz Developer Hub

  • The Turbulenz Developer Hub is a free service for publishing and iterating games online.
  • The Developer Hub is a live staging service enabling you to Preview or A/B test the performance, scalability and features of development versions of your games with selected testers or groups of testers.
  • The test results can provide you with invaluable early feedback about player behaviour and player engagement that can be used to optimise subsequent development versions of your games.
  • Once fully optimised, the game can be published with a single click for everyone to play on
  • The Hub provides a number of services including analytics, feedback, and payment infrastructure.
  • The Hub is comparable to Sony’s SCE DevNet and Microsoft’s Game Developer Network. game site

  • When published, games are available to play directly on the Turbulenz multi-screen game site – by more than one billion potential customers and gamers.
  • Turbulenz will host your game and actively help promote it to more than a billion potential customers globally.
  • Underlying the game site is a robust set of analytics services that allow you to evaluate and improve customer engagement rates and overall game performance. Also included are a broad set of payment services to enable you to maximise game related revenues and attain industry leading conversion rates of active to paying users.
  • We consider – and this has been validated by our current gamers and partners alike – to be the most modern and engaging gaming destination.
  • The game site integrates the games seamlessly within a truly modern web application. It blends together all of a gameʼs fun and social features with the rapidly growing Turbulenz community.
  • Turbulenz can be described as a console for the web, and is filled with social features to create a more interactive and personal gaming experience.

Can I alter and modify the Turbulenz Engine?

  • Yes - all the code in the engine is available under the MIT license. This gives you the right to modify the engine. We hope you'll consider submitting the changes back to the open source project.

Can I use the Turbulenz Engine with other frameworks?

  • Yes - you're free to use any combination of frameworks and technology when creating your game.

Can I use my own servers, hosting and services?

  • Yes - there is no requirement to use the web services provided by Turbulenz.

Can I use my own or a 3rd party multiplayer service?

  • Yes - see above.

Can you help me publish my game?

  • Yes - sign into the Developer Hub and deploy your game. You're now one click away from having your game online.

Can I create a Facebook game with the Turbulenz Engine?

  • Yes - we have published our games on Facebook. Just follow the instructions on Facebook's developer site.

Can I publish games made with the Turbulenz Engine on Spil or Kongregate or ... ?

  • Yes - you're free to host your games and publish them with any gaming destination.

Can I publish games on or

  • Yes - we're trying to create the very best gaming destination online. We'd love to have you onboard.

What does it cost to publish games on or

  • Nothing - it's totally free to publish and iterate. Turbulenz takes a 30% royalty fee for any transactions made with the payment APIs. So we make money when your game does.

Can I use the Turbulenz Engine to create a totally free game?

  • Yes - the MIT license allows this. Happy Hacking!

Can I use the Turbulenz Engine for educational projects?

  • Yes - the MIT license allows this. Train hard!

Can I use the Turbulenz Engine for anything else?

  • Yes - the MIT license is extremely liberal - you can use the open source engine everywhere.

Can I use the Turbulenz Engine to create a native game for iOS and Android?

  • Yes - we have a packaging solution that allows you to create a native bundle. You can then distribute your game via the standard platform app stores. If you use the Turbulenz payment API, this will automatically connect with the platform's payment service. Easy.

What platforms does the native bundling support?

  • The Turbulenz standalone bundler currently works with Windows, Mac OS X, Linux, iOS and Android. Let us know if you need something else.

I don't want to or can't use the open source license, is there an alternative?

  • If for some reason you're unable to use the engine under the open source license, contact us about alternative licensing options.

Where can I get support using the engine?

We need professionally help and consultancy using the Turbulenz Engine, can you help?

  • Yes - we have done a range of support and consultancy projects in the past. We'd be happy to help. Contact us to explore the options.