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.
Core systems
Section titled “Core systems”| System | Notes |
|---|---|
| Entity / Component | UE-style component model (not a pure ECS), with a slot-based world |
| Assets | GUID-based asset management, async loading, hot paths and placeholders |
| Rendering | Deferred + forward PBR on Direct3D 11 |
| Materials | Master materials, HLSL editor, instances & dynamic parameters |
| Physics | Jolt rigid bodies, characters and queries |
| Animation | Skeletal animation, AnimGraphs, montages, storyboard |
| Audio | C# software mixer over MiniAudio + NWaves DSP |
| VFX & Particles | GPU-compute particles with modular emitters |
| Modeling | In-engine mesh editing and generation |
| Terrain & Foliage | Heightmap 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 Graph | Generic visual graph framework (powers AnimGraph and more) |
| Coroutines & Level Script | Time-sliced logic and per-level scripting |
Editor systems
Section titled “Editor systems”| System | Notes |
|---|---|
| Editor | Dockable Avalonia editor with play-in-editor |
| Inspector | Component & property editing with custom editors |