Hexeris · Game Engine

AI-friendly engine

The C# game engine,
built for control.

HxEngine is a from-scratch C# / .NET 9 engine — a deferred PBR renderer on Direct3D 11, an Avalonia editor, Jolt physics and a node-graph toolchain. No black boxes.

Coming Soon Contact Developer
HXEDITOR The HxEngine editor
Runtime.NET 9 · C# 13GraphicsD3D11 · HLSLLightingDeferred PBRPhysicsJoltEditorAvalonia 11AudioSoftware mixerToolingAI · MCP

Capabilities

Everything an engine needs, written in C#.

A layered architecture — Foundation → Core → RHI → Rendering → Engine — where lower layers never reach up. Every system is inspectable and yours to extend.

Deferred PBR Renderer

A physically based deferred pipeline on Direct3D 11 (Vortice) with HDR lighting, post-processing and HLSL shaders.

Avalonia Editor

A dockable, cross-platform editor built on Avalonia 11 and Dock.Avalonia — scene view, inspector, asset browser and more.

Jolt Physics

Rigid bodies, character controllers and collision via JoltPhysicsSharp — the same solver used in shipped AAA titles.

Custom Materials

An HLSL editor with syntax highlighting and live preview, plus a material-instance system and dynamic material parameters.

Animation & Storyboard

Skeletal animation, animation curves and a storyboard timeline with undo/redo, multi-select and keyframe editing.

Audio Engine

A C# software mixer over MiniAudio with hierarchical buses, NWaves DSP effects, 3D positional audio and event-driven playback.

AI-Friendly

Made with AI. Built to be driven by AI.

HxEngine is text and structure all the way down, so AI agents can read, write and operate it — no opaque binary formats, no click-only workflows.

C# code

Gameplay is plain C#. Agents read, write and refactor it like any codebase.

HLSL materials

Shaders and materials are HLSL text — editable, diffable, generatable.

JSON-driven assets

Scenes, prefabs and assets are human-readable JSON, edited in the editor.

MCP server in the editor

A built-in MCP server lets AI tools drive the editor directly.

Subsystems

One engine, many systems.

From asset pipeline to terrain, foliage and an in-editor MCP server — the pieces are already in place.

Entity / ComponentAssetsRenderingPhysicsAnimationAudioVFX / ParticlesModelingTerrainFoliagePrefabsNode GraphCoroutinesLevel ScriptMCP ServerTileMapEditorInspector

Built with HxEngine

SampleGame

A 2D side-scroller that ships with the engine — momentum movement, jump, dash and a grappling hook, driven by the gameplay framework, input system and Jolt physics. It's the reference for how a real project comes together.

Explore SampleGame
[ SAMPLEGAME SCREENSHOT ]
drop public/screenshots/sample-game-hero.png

HxEngine is launching soon.

The engine is in private development. Want early access or a closer look? Reach out.

Coming Soon Contact Developer