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Engine Systems

HxEngine is a collection of focused subsystems built on a shared core runtime. This section is a capability overview — what each system does. Hands-on, API-level guides ship with the engine itself.

SystemNotes
Entity / ComponentUE-style component model (not a pure ECS), with a slot-based world
AssetsGUID-based asset management, async loading, hot paths and placeholders
RenderingDeferred + forward PBR on Direct3D 11
MaterialsMaster materials, HLSL editor, instances & dynamic parameters
PhysicsJolt rigid bodies, characters and queries
AnimationSkeletal animation, AnimGraphs, montages, storyboard
AudioC# software mixer over MiniAudio + NWaves DSP
VFX & ParticlesGPU-compute particles with modular emitters
ModelingIn-engine mesh editing and generation
Terrain & FoliageHeightmap terrain with instanced foliage scattering
Prefabs.hxasset entity+component hierarchies — instantiate at runtime, or save a selection as a prefab; edited in an isolated preview world
Node GraphGeneric visual graph framework (powers AnimGraph and more)
Coroutines & Level ScriptTime-sliced logic and per-level scripting
SystemNotes
EditorDockable Avalonia editor with play-in-editor
InspectorComponent & property editing with custom editors