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Introduction

HxEngine (codename Hexeris) is a game engine written from scratch in C# / .NET 9. It pairs a deferred, physically based renderer on Direct3D 11 with a dockable Avalonia editor, Jolt physics and a node-graph toolchain — designed so that every system is inspectable and yours to extend.

  • Deferred PBR renderer on Direct3D 11 (via Vortice), HDR lighting and HLSL shaders.
  • Avalonia 11 editor with docking, scene view, inspector and asset browser.
  • Jolt physics through JoltPhysicsSharp — rigid bodies, collisions, character controllers.
  • Gameplay framework — entities, components, prefabs, level scripts and coroutines.
  • Animation — skeletal animation, curves and a storyboard timeline.
  • Audio — a C# software mixer over MiniAudio, with NWaves DSP and 3D positional audio.
  • Tooling — node graphs, terrain, foliage, VFX/particles and an in-editor MCP server.

HxEngine is text and structure all the way down, which makes it easy for AI agents to read, write and operate:

  • C# code — gameplay is plain C#, just 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 in the editor.
  • MCP server inside the editor — a built-in MCP server lets AI tools drive the editor directly.

Made with AI. Built to be driven by AI.

HxEngine is organised in strict layers; lower layers never reference upper ones:

Hx.Foundation → Hx.Core → Hx.Graphics.RHI → Hx.Graphics.D3D11
→ Hx.Platform → Hx.Rendering → Hx.Engine
→ Hx.Physics / Hx.Modeling / Hx.Animation / Hx.Audio / Hx.UI
→ Hx.Editor

See Architecture for the full picture.