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.
What’s inside
Section titled “What’s inside”- 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.
AI-friendly by design
Section titled “AI-friendly by design”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.
Architecture at a glance
Section titled “Architecture at a glance”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.EditorSee Architecture for the full picture.
Where to next
Section titled “Where to next”- New here? Start with Getting Started.
- Want to see a real project? Read about SampleGame.
- Curious how a system works? Browse the Engine Systems.