Inside the editor

Editor UI

Hover to explore the editor.

Open Engine editor showing a moonlit fantasy landscape, hierarchy, inspector, and asset browser.

04 · Project content

Asset browser

Browse project files and visual assets without leaving the editor, then bring them straight into the scene and iterate in context.

Current foundation includes

Rendering

  • Vulkan as a resident rendering API, aiming for a modern approach.
  • Customizable, asset and code-driven render graph and render pipeline.
  • Shader reflection to reason about shader data at authoring time.
  • Materials and full rendering pipeline clustered forward+, with meshlets.

Material & node graphs

  • Build materials visually by connecting typed shader nodes into a surface graph.
  • Compile graph assets into GLSL with live preview and parameter controls in the editor.
  • The shared graph foundation also supports node-based gameplay and authoring workflows.

Scripting

  • CoreCLR compile server in a separate process; compile and hot-reload in the editor and runtime.
  • Potentially: visual scripting, core generation, and additional methods later.

UI System

  • XML/HTML + CSS-style UI.
  • Yoga-powered layouts plus extras such as z-index.
  • Hot-reload while editing.
  • Text rendering uses Slug shaders.

Entity-Component System

  • Modern ECS using C++20 for automatic component registration.
  • Write classic systems or code that feels object-oriented while the data layout stays data-oriented.
  • Planning to extend with code generation for more optimizations.

Assets

  • Asset database for GUIDs, references, and bookkeeping.
  • Asset parsers.
  • Live notifications when file contents change.

MCP & LLMs

  • Debug and render introspection with screenshots, CPU/GPU profiling, and render graph capture paths.
  • Drive authoring: inspect panels, simulate clicks, and edit entities or components.
  • Lifecycle helpers for launch, tests, builds, and verification cycles.

Platform support

  • Native C++ engine and editor builds for Windows, macOS, and Linux.
  • Vulkan rendering on Windows and Linux, with Metal support on macOS.
  • Managed C# scripting is currently Windows-first, with broader platform support continuing over time.