Neo3dEngine Review 2026: A 3D Console Renderer Built From Scratch in C#
Neo3dEngine is a minimalist CPU-based 3D console engine in C# with raycasting, dynamic lighting, .obj loader, and TCP multiplayer — all with zero external graph

Building a 3D renderer from scratch is one of the most instructive exercises in computer graphics — you learn exactly how 3D scenes are translated into pixels, with no abstraction hiding the maths. Neo3dEngine by Ivan Sobolev takes this further, building a full 3D engine that renders to the terminal console, with raycasting, dynamic lighting, object loading, and even TCP multiplayer, all without a single external graphics library.
What Is Neo3dEngine?
Neo3dEngine is an open-source 3D console rendering engine developed by Ivan Sobolev on GitHub. Written in C# targeting .NET 8, it renders 3D scenes in the terminal using ASCII/Unicode characters. The engine is entirely self-contained — no OpenGL, no DirectX, no Unity, no external graphics APIs of any kind.
Every component is built from scratch: vector maths, ray-triangle intersection, lighting calculation, the TCP network manager, and the packet serialisation system. This makes it an exceptional learning resource as well as an impressive technical achievement.
Key Features
CPU-Based Raycasting and Raytracing
Neo3dEngine renders 3D scenes using CPU-based raycasting and raytracing. Every pixel in the terminal output is computed by tracing rays from the camera through the scene and calculating intersections, lighting, and shading — all on the CPU.
Dynamic Lighting and Shadows
The engine implements dynamic lighting with shadows. Light sources in the scene cast realistic shadows based on ray-triangle intersection testing, producing visually convincing depth in the terminal output.
OBJ Loader
Neo3dEngine can load standard .obj 3D model files. This means you can create models in Blender or any other 3D modelling tool and render them in the terminal engine.
Custom TCP Multiplayer
The engine includes a TCP-based multiplayer system built entirely from scratch. Custom binary packet serialisation, an event subscription model, and a client-server architecture allow multiple players to share the same 3D scene in real time.
Möller–Trumbore Implementation
The ray-triangle intersection algorithm used is a manual implementation of Möller–Trumbore, one of the most efficient ray-triangle intersection algorithms available. This is visible in the codebase and readable as a direct implementation of the mathematical derivation.
Pros
- Free and open source
- Exceptional learning resource — every component visible and readable
- Zero external dependencies — truly self-contained
- Impressive feature set for a solo project (lighting, OBJ loading, multiplayer)
- C# and .NET 8 — accessible to .NET developers
- Demonstrates real computer graphics fundamentals
Cons
- Terminal rendering has obvious visual limitations
- Performance is limited by CPU rendering
- No real-world application use case — purely educational and demonstrative
- Requires understanding of 3D maths to extend meaningfully
Who Is It For?
Neo3dEngine is for developers and computer science students who want to learn 3D graphics programming from first principles — how rays work, how lighting is calculated, how geometry is processed. It is also for developers who appreciate technically ambitious hobbyist projects. Anyone curious about how game engines work under the hood will find it illuminating.
Pricing
Free. Available at github.com/IvanSobolev/Neo3dEngine.
Verdict
Neo3dEngine is an impressive technical achievement and a remarkable learning resource. Building a 3D renderer with dynamic lighting, OBJ loading, and TCP multiplayer from scratch, with no external graphics libraries, demonstrates deep understanding of the fundamentals. Essential browsing for anyone learning computer graphics from first principles.
Rating: 8/10 — Outstanding educational value and technical ambition. Limited practical utility outside learning contexts.
This article is for educational purposes only. Always evaluate open-source tools against your own requirements before deploying to production.
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