News Toyota Connected North America have developed game engine based on open sourced google APIs running on Yocto linux distributed Automotive Grade Linux

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Toyota announces Fluorite game engine — built on Dart/c++ api, Flutter toolkit using Filament 3D rendering engine on top of Yocto project's AGL Linux​

Toyota Connected North America is Toyota Motor Corporation's subsidiary founded in collaboration with Microsoft for working on in-vehicle software, AI, and related tech initiatives. Toyota Connected developers announced at FOSDEM 2026 their Fluorite game engine as a "console grade" engine built around Flutter and Dart. Fluorite also makes use of Google's Filament 3D rendering engine.

With Fluorite they are leveraging Filament, SDL, and other well known options and relying on the Dart programming language code for both UI and game logic handling. They also have plans to integrate Jolt Physics.


Options like Unity and Unreal Engine were rejected due to proprietary blobs, resource weight, and licensing fees. Meanwhile for Godot they found long start-up times and being too resource heavy. Other options were found to be unstable or lacking a stable API.

https://www.phoronix.com/news/Fluorite-Toyota-Game-Engine

Unity Chosen by Toyota Motor Corporation for Its Next-Generation Human Machine Interface (HMI) to Enhance the In-Car Experience​

SAN FRANCISCO, February 6, 2025 Unity (NYSE: U), the leading platform to create and grow games and interactive experiences, today announced it has been selected by Toyota Motor Corporation to develop the Graphical User Interface (GUI) for Toyota’s next-generation in-car Human Machine Interface (HMI), elevating the in-car experience.

Takashi Imai, Chief Project Leader of the Digital Software Development Center at Toyota Motor Corporation, commented: “At Toyota, we are developing in-house ‘digital cockpits’ to connect drivers, vehicles, and society as part of our efforts to create innovative user experiences. Hundreds of software engineers are involved in developing instrument clusters, infotainment systems, and other components. Recently, the use of advanced 3D graphics has become commonplace in the automotive industry. However, this technology requires specialized skills that can make it difficult for newer engineers. That’s where Unity has brought real innovation.

https://unity.com/news/unity-chosen-by-toyota-motor-corporation-for-next-generation-hmi

Tesla Ditches Godot for Unreal Engine in Graphics Overhaul​

Tesla switching to Epic's Unreal Engine for FSD visualizations in major upgrade

by The Tech Buzz
PUBLISHED: Wed, Aug 13, 2025, 10:36 PM UTC | UPDATED: Sat, Feb 7, 2026, 4:01 AM UTC

TL;DR:
Tesla hacker discovers Unreal Engine code in 2025.20 firmware for Model S/X with AMD chips
• Switch from current Godot engine would upgrade FSD visualization quality significantly
• Tesla joins Rivian, Ford, GMC, Volvo, and Lotus using Epic's automotive platform
• Move signals Tesla's push for premium in-car experience as FSD competition intensifies


Tesla is quietly overhauling its Autopilot and Full Self-Driving visualizations with a switch to Epic Games' Unreal Engine, according to firmware evidence discovered in the company's latest 2025.20 update.

Currently, Tesla relies on the open-source Godot engine to render the real-time visualizations that show detected vehicles, pedestrians, traffic cones, and road markings on the car's central display during Autopilot and Full Self-Driving operation. While functional, these graphics have long been criticized as basic compared to the sophisticated interfaces promised by competitors like Mercedes-Benz and BMW.

https://www.techbuzz.ai/articles/tesla-ditches-godot-for-unreal-engine-in-graphics-overhaul

Rivian has used Unreal Engine since its R1T and R1S launch, creating immersive 360-degree vehicle visualizations. Ford's Lincoln brand recently showcased Unreal-powered interfaces in the redesigned Nautilus, while GMC integrated the engine into its Hummer EV's futuristic cockpit design. Volvo announced its partnership with Epic in 2022, and Lotus has used Unreal for its electric vehicle interfaces.

Unity China has formed partnerships with 35 global automakers, reportedly supporting 77 mass produced vehicle models and claiming approximately 85% of the domestic cockpit solution market.

Unity HMI, an “emotional” cockpit solution that combines multimodal interaction, artificial intelligence, panoramic 3D visualization, and real-time physical rendering. Designed for original equipment manufacturers (OEMs), Unity HMI offers 12 features, including 3D map visualization, driver assistance displays, dynamic ambient environments, interactive 3D vehicle control, real-time weather monitoring, immersive lighting effects, AI-based meditation functions, and augmented reality-enhanced heads-up displays.

https://kr-asia.com/unity-china-ste...igital-twins-smart-cockpits-and-in-car-gaming
 

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Top 5 Embedded HMI UI Frameworks for 2025​

12 June 2025

Przemyslaw Krzywania
HMI Director
Embedded human-machine interfaces, or HMIs, require UI frameworks capable of delivering smooth, visually rich, and highly responsive graphics across diverse hardware platforms, from low-power microcontrollers used in everyday appliances to advanced SoCs powering automotive digital cockpits.

Flutter: Designed for polished UIs and rapid iteration. Great if you want app-like fluidity on embedded Linux or plan to reuse code across mobile, desktop, and embedded. Perfect for consumer devices and infotainment systems, provided hardware resources are sufficient.

Unreal Slate UI: For high-end, graphics-intensive projects. If you need cinematic visuals, 3D realism, or a “wow factor” (luxury cars, simulators, premium interfaces), Unreal stands apart. Overkill for simpler HMIs, but unmatched in the right context.

https://www.automotivetestingtechno...inside-suzukis-sdv-cockpit-powered-by-qt.html

Elektrobit and Unity Technologies Enable 3D Experiences in Automotive Cockpits​

By Tiera Oliver

Assistant Managing Editor
Embedded Computing Design
October 05, 2020

EB and Unity will showcase a complete automotive cockpit user interface developed with their technologies at Car HMI USA, Nov. 16-17, in Detroit, MI.

For more information, join EB and Unity for a webinar on Oct. 6: https://www.elektrobit.com/designing-the-car-cockpit-of-the-future-a
 

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more on GODOT for reference

Visteon and W4 Games collaborate to expand HMI & Gaming in the automotive world with RenderCore’s Godot integration​

November 19, 2023 by
W4 Games
Further to the project presentation during the annual Godotcon event for the Godot Engine community, Visteon Corp and W4 Games are excited to unveil a partnership centered on integrating the Godot editor into Visteon’s RenderCore™. This move enables Godot’s gaming technology readily accessible to automotive industry developers.

In a strategic move, Visteon has chosen Godot as its primary editor to boost the capabilities of its RenderCore™ runtime technology.

W4 Games, an Irish startup emphasizing COSS (Commercial Open Source Software) built on the foundation of the Godot Engine platform, has been handpicked by Visteon to spearhead the evolution of enterprise initiatives rooted in Godot.

By providing a commercial services offering anchored in the entirely open and community-developed Godot platform, W4 Games believes that companies will be able to reclaim control of the technology powering their games, with a level of freedom

https://www.w4games.com/blog/w4-gam...ve-world-with-rendercores-godot-integration-7


Harsha Padmanabha: Building Automotive HMI with Godot & RenderCore​

The field of automotive HMI has evolved into a sophisticated intersection of functionality, compliance, and dynamic visuals. We'll discuss the requirements, the reasons for choosing Godot, and the custom runtime integration with RenderCoreTM. Additionally, we'll delve into the modifications made to the engine and editor to accommodate multiple scripts, GLSL shaders, and the conversion from C# to CS, ensuring traceability.

GodotCon 2023 Recap​

Braydee Johnson

https://gamedevartisan.com/news/godot-con-2023-recap#godotcon-2023

 

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reference for Fluorite

Fluorite - console-grade 3D game engine in Flutter​

Toyota Connected North America introduces Fluorite, its open-source 3D game engine built in Flutter.

It allows developers to leverage the Flutter & Dart ecosystem to write game logic, and to integrate it with Flutter’s rich UI toolkit to build stunning interactive experiences across the board.

All the complexity is hidden away behind its highly-efficient C++ ECS core, ensuring performance and portability across mobile, desktop, embedded and console platforms.

It integrates Filament (Google’s 3D rendering engine) to deliver best-in-class PBR rendering and enable high-fidelity creative workflows.

https://sessionize.com/s/jamie-kerber/fluorite-console-grade-3d-game-engine-in-flutter/141739

High-performance ECS core​

At the heart of Fluorite lies a data-oriented ECS (Entity-Component-System) architecture. It's written in C++ to allow for maximum performance and targeted optimizations, yielding great performance on lower-end/embedded hardware. At the same time, it allows you to write game code using familiar high-level game APIs in Dart, making most of your game development knowledge transferrable from other engines.

Console-grade 3D Rendering​

Powered by Google's Filament renderer, Fluorite leverages modern graphics APIs such as Vulkan to deliver stunning, hardware-accelerated visuals comparable to those found on gaming consoles. With support for physically-accurate lighting and assets, post-processing effects, and custom shaders, the developers can create visually rich and captivating environments.

 
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reference for AGL

Automotive Grade Linux Introduces New Unified Code Base Distribution​

By January 4, 2016Announcements

AGL Members to Use New Distribution to Deliver State-of-the-Art In-Vehicle Infotainment
San Francisco, January 4, 2016Automotive Grade Linux (AGL), a collaborative open source project developing a common, Linux-based software stack for the connected car, today announced a new AGL Unified Code Base (UCB) distribution built specifically for the Automotive industry.

Already several members of AGL, including Toyota, Aisin AW, DENSO, Fujitsu Ten, HARMAN, Panasonic, Pioneer and Renesas Electronics are planning to use the AGL Unified Code Base distribution to deliver a modern in-vehicle infotainment and connected car experience for consumers. Jaguar Land Rover, a Linux Foundation board member, also delivers a Linux-based infotainment system in their vehicles.

https://www.automotivelinux.org/ann...ntroduces-new-unified-code-base-distribution/


Toyota has adopted the Automotive Grade Linux (AGL) platform for its infotainment systems, according to the foundation, with the 2018 Toyota Camry the first vehicle to have it installed.

The announcement was made at the Automotive Linux Summit in Tokyo, with plans to debut ‘late summer’ this year, rolling out to ‘most’ Toyota and Lexus vehicles in North America.

Toyota is an early adopter of Linux and open source and has been an active members and contributor to AGL for several years. They have been a driving force behind the development of the AGL infotainment platform, and we are excited to see the traction that it’s gaining across the industry.
~statement by Dan Cauchy, executive director of Automotive Grade Linux

More than 100 members are currently part of AGL, an open source project hosted by The Linux Foundation

https://iottechnews.com/news/toyota-moves-automotive-grade-linux-infotainment-blackberry-hits-back/

About Automotive Grade Linux (AGL)
Automotive Grade Linux is a collaborative open source project that is bringing together automakers, suppliers and technology companies to accelerate the development and adoption of a fully open software stack for the connected car. With Linux at its core, AGL is developing an open platform from the ground up that can serve as the de facto industry standard to enable rapid development of new features and technologies. Although initially focused on In-Vehicle-Infotainment (IVI), AGL is the only organization planning to address all software in the vehicle, including instrument cluster, heads up display, telematics, advanced driver assistance systems (ADAS) and autonomous driving. The AGL platform is available to all, and anyone can participate in its development. Automotive Grade Linux is hosted at the Linux Foundation. Learn more at automotivelinux.org.

https://www.automotivelinux.org/announcements/jumping-jellyfish/

The latest release, UCB 16.0 (Prickly Pike), is available for download here.

https://www.automotivelinux.org/software/unified-code-base/
 

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reference for Google Filament rendering engine

Google open sources Filament - a physically based rendering engine for Android, Windows, Linux and macOS​

2018-08-06 08:30:47

Google has just open-sourced Filament, their physically based rendering (PBR) engine for Android. It can also be used in Windows, Linux, and macOS. Filament provides a set of tools and APIs for Android developers to help them easily create high-quality 2D and 3D rendering.

Filament is currently being used in the Sceneform library both at runtime on Android devices and as the renderer inside the Android Studio plugin.

Google’s Filament comes packed with the following features:
  • The rendering system is able to perform efficiently on mobile platforms. The primary target is OpenGL ES 3.x class GPUs.
  • The rendering system emphasizes overall picture quality.
  • Artists are able to iterate often and quickly on their assets and the rendering system allows them to do so instinctively.
  • The physically based approach of the system also allows developers to create visually believable materials even if they don’t understand the theory behind the implementation.
  • The system relies on as few parameters as possible to reduce trial and error and allows users to quickly master the material model.
  • The system uses physical units everywhere possible: distances in meters or centimeters, color temperatures in Kelvin, light units in lumens or candelas, etc.
  • The rendering library is as small as possible so any application can bundle it without increasing the binary to unwanted sizes.

Filament APIs​

There are two major APIs used.
  • Native C++ API for Android, Linux, macOS, and Windows
  • Java/JNI API for Android, Linux, macOS, and Windows
https://www.packtpub.com/en-us/lear...sources-filament-rendering-engine-for-android

Filament runs both on OpenGL and Vulkan. and there is a Java API.
It is written in C++ with Vulkan and has both a c++ and a Java API for access.

 

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reference for Google Flutter api

Google Flutter moves out of beta with release preview 1​

2018-06-21 07:00:29
Flutter is one of the most ambitious projects of Google in the field of cross-platform app development. Flutter apps run on the Flutter rendering engine (written in C++) and Flutter framework (written in Google's Dart language, just like Flutter apps).
Google Flutter reached beta as announced at Google I/O last month.
The latest Release Preview 1 SDK will be available on Flutter's site.

https://www.packtpub.com/en-in/lear...tter-moves-out-of-beta-with-release-preview-1

Google announces Flutter Release Preview 2 with extended support for Cupertino themed controls and more!​

2018-09-20 10:10:53
Yesterday, Google announced Flutter Release Preview 2, during the keynote of Google Developer Days in Shanghai.
To know more about Flutter Preview 2 in detail, check out the official announcement by Google.

https://www.packtpub.com/en-in/lear...upport-for-cupertino-themed-controls-and-more

Dart 2.5 Update Released with Flutter 1.9: Key Features and Improvements​

Flutter 1.9 Update

The newly releases version Flutter 1.9 completely supports macOS Catalina and iOS 13 with improvements such as advanced tooling, new material widget, and new features in the Dart language.

https://appinventiv.com/blog/google-releases-dart-2-5-and-flutter-1-9/

Flutter 3.5 Offers New Developer Experience Features​

Also: Google will require Android devs to be verified, and DigitalOcean's MCP server that allows devs to manage cloud resources with AI.
Aug 30th, 2025 6:00am by Loraine Lawson

Flutter 3.35 was released on Aug. 16 with updates that include the stable release of stateful hot reload on the web and the Dart and Flutter MCP Server. It also includes the experimental release of Widget Previews.

Developer productivity was a key aspect of this release, according to a Flutter blog post by Kevin Chisholm, a technical program manager for Dart and Flutter at Google.

https://thenewstack.io/flutter-3-5-offers-new-developer-experience-features/

Flutter (software)​

From Wikipedia, the free encyclopedia


Flutter
250px-Google-flutter-logo.svg.png
Original authorGoogle
DevelopersGoogle and community
Initial releaseAlpha (v0.0.6) / May 12, 2017; 8 years ago[1]
Stable release3.38.0[2] 20px-OOjs_UI_icon_edit-ltr-progressive.svg.png / 12 November 2025; 2 months ago
Repository
Written inC, C++, Dart[3]
PlatformAndroid, iOS, Google Fuchsia, Web platform, Linux, macOS and Windows
TypeApplication framework
LicenseNew BSD License
Websiteflutter.dev
Flutter is an open-source UI software development kit created by Google. It can be used to develop cross platform applications from a single codebase for the web,[4] Fuchsia, Android, iOS, Linux, macOS, and Windows.[5] First described in 2015,[6][7] Flutter was released in May 2017. Flutter is used internally by Google in apps such as Google Pay[8][9] and Google Earth[10][11] as well as by other software developers including ByteDance[12][13] and Alibaba.[14][15]
Flutter ships applications with its own rendering engine which directly outputs pixel data to the screen.[16][17] This is in contrast to many other UI frameworks that rely on the target platform to provide a rendering engine, such as native Android apps which rely on the device-level Android SDK or IOS SDK which use the target platform's built-in UI stack. Flutter's control of its rendering pipeline simplifies multi-platform support as identical UI code can be used for all target platforms.[17]

https://en.wikipedia.org/wiki/Flutter_(software)


Flutter​

Google introduced Flutter for native app development. Built using Dart, C, C++ and Skia, Flutter is an open-source, multi-platform app UI framework. Prior to Flutter 2.0, developers could only target Android, iOS and the web. Flutter 2.0 released support for macOS, Linux, and Windows as a beta feature.[67] Flutter 2.10 released with production support for Windows[68] and Flutter 3 released production support for all desktop platforms.[69] It provides a framework, widgets, and tools. This framework gives developers a way to build and deploy mobile, desktop, and web apps.[70] Flutter works with Firebase[71] and supports extending the framework through add-ons called packages. These can be found on their package repository, pub.dev.[72] JetBrains also supports a Flutter plugin.[73]

https://en.wikipedia.org/wiki/Dart_(programming_language)
 

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While initially targeted at automotive displays, the platform could eventually extend to consoles such as Xbox or PlayStation.

Positioned as the first console-grade engine fully integrated with Flutter, Fluorite delivers hardware-accelerated graphics via Vulkan, alongside physically based rendering, accurate lighting, post-processing effects, custom shaders, and multiple simultaneous 3D scene views.

“Its reduced complexity [is achieved] by allowing [developers] to write your game code directly in Dart and using all of its great developer tools. By using a FluoriteView widget, you can add multiple simultaneous views of your 3D scene, as well as share state between game entities and UI widgets – all in the Flutter way,” said the Fluorite development team.

Toyota built the engine to avoid the resource weight, complexity, and licensing costs of Unity and Unreal, and the start-up overhead of Godot, aiming instead for a lighter, extensible, licensing-friendly platform tailored for embedded automotive environments.


 

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Toyota drives development of open source game engine​

Texas-based developers from Toyota Connected announced this news at FOSDEM 2026 in Brussels, Belgium. The event is a free, community-driven conference for developers, researchers and users of open source software.


The team are said to have developed Flourite because the Unity and Unreal engine carried too much resource weight and also came with more onerous licensing fees. Another well-known game engine, Godot, was also rejected due to its resource-intensive neediness and its over-long start-up times.


 

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Four key features are currently being showcased on Flourite’s official webpage:

The first is a high-performance Entity Component System (ECS) core, which is written in C++ to squeeze out as much performance and create room for optimization for weaker hardware. At the same time, it allows devs to use Dart and higher-level game tools, so they can transfer knowledge from other game engines.

The second is model-defined trigger touch zones, which allow digital artists to set up “clickable” areas right inside Blender and assign them to trigger certain actions. Then, developers can hook up the click events to whatever behavior they want, which makes building 3D interfaces a lot simpler, and lets end-users interact with objects and controls in a more intuitive way.

The third is console-grade 3D rendering, which is powered by Google’s Filament renderer and uses modern, console-grade graphics APIs to make games look prettier.

Last is support for Flutter’s Hot Reload feature, which allows developers to update their scenes and quickly see changes in just a few frames. This allows teams to confirm their edits and iteratioons faster, speeding up the game development process.