Editor Tour
The HxEngine editor is built on Avalonia 11 with Dock.Avalonia for a fully dockable layout. Every panel can be moved, split or floated.
The main panels
Section titled “The main panels”| Panel | What it does |
|---|---|
| Scene View | Renders the world through the engine’s own deferred pipeline. Orbit, pan, zoom and manipulate entities with gizmos. |
| Hierarchy | The tree of entities in the current world. |
| Inspector | Edits the selected entity’s components and properties, with custom editors (e.g. animation curves). |
| Asset Browser | Browses and imports content — meshes, textures, materials, prefabs. |
| Console | Engine logs, warnings and errors. |
Node graphs
Section titled “Node graphs”Materials and gameplay logic are authored in node graphs — a visual editor backed by the engine’s node-graph system. Graphs are assets like any other.
Storyboard & animation
Section titled “Storyboard & animation”The storyboard timeline edits animation sequences with keyframes, multi-select, marquee selection and undo/redo. Animation curves are edited inline in the inspector.
Play-in-editor
Section titled “Play-in-editor”Hit play to run the game loop without leaving the editor. The world is spawned, the default game mode comes up, and you can iterate without a separate build step.